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Autor/UrheberGabriel Indra Widi Tamtama; Paulus Suryanto; Suyoto Suyoto
InstitutionInternational Society for Engineering Education (IGIP), Kassel University Press
TitelDesign of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten.
QuelleIn: 2192-4880; doi:10.3991/ijep.v10i1.11551; International Journal of Engineering Pedagogy (iJEP), Vol 10, Iss 1, Pp 150-162 (2020)(2020)
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Spracheenglisch
Dokumenttyponline; Zeitschriftenaufsatz
DOI10.3991/ijep.v10i1.11551
Schlagwörtergamification; mobile learning; kindergarten; Special aspects of education; Theory and practice of education
AbstractEnglish is essential for children because it is an international language that is al-ways used in various fields, both in the world of work, education, economics, and social. One method of learning for children is by playing while learning. Gamification in the field of education is an educational approach to motivate stu-dents to enjoy learning by applying the game design. The purpose of this study is to approach the learning of English, specifically for children in kindergarten schools so that children will be more interested and feel happy to continue learning. The gamification method uses a mobile phone-based application with video games. Gamification in question is an English language recognition game for children with games. The introduction of English includes three categories, namely numbers, pictures, and spelling. The result is a mobile-based application that can be used by children to play the introduction of English with the concept of gamification. With the existence of gamification, the conception of children who were initially afraid to learn English became brave and more confident. The contribution given through this paper is to motivate children's willingness to learn English through other learning methods, namely gamification. Make children feel comfortable and not afraid to learn new things, especially English.
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