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EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRISEXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS

This research aimed to investigate the effect of Gamification based on Balinese Local Story toward students self-regulation in productive skills. The design of this research was one group pretest posttest. The research population consisted of 150 students of SD Negeri 1 Tukadmungga. Then, the research sample was the 5th grade students consisted of 20 students. The result shows the writing mean score of pretest was 43.38 and writing mean score of posttest was 79.73. While speaking mean score of pretest was 44.88 and speaking mean score of posttest was 80.33 and the result of effect size of writing was 9.797 and speaking was 10.324 that was the large effect. The result of those analysis showed Gamification based on Balinese local story could improve students self-regulation in productive skills. This result also supports by the result of the questionnaire that the motivation of students was increased after implemented gamification in their learning process.

The study concludes that the use of gamification based on Balinese local stories significantly improved the productive skills of fifth-grade students at SD Negeri 1 Tukadmungga.The results demonstrated a substantial increase in both writing and speaking scores from pretest to posttest, with large effect sizes indicating a strong impact.Furthermore, student responses through questionnaires revealed positive attitudes and increased motivation towards learning when utilizing gamification.

Future research could explore the long-term effects of gamification on students self-regulation and academic performance beyond the immediate posttest period. Additionally, investigating the optimal design elements of gamified learning environments, specifically tailored to Balinese local stories, could provide valuable insights for educators. Finally, a comparative study examining the effectiveness of gamification versus other instructional approaches in enhancing productive skills would contribute to a more comprehensive understanding of its pedagogical value. These investigations should consider varying levels of student proficiency and learning styles to determine the generalizability of the findings and refine the implementation of gamification in diverse educational contexts.

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  3. The Benefits of Using ICT in the EFL Classroom: From Perceived Utility to Potential Challenges | Journal... richtmann.org/journal/index.php/jesr/article/view/9732The Benefits of Using ICT in the EFL Classroom From Perceived Utility to Potential Challenges Journal richtmann journal index php jesr article view 9732
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