Gamification in a Flipped Classroom Using Articulate Storyline for Junior High School Students’ Vocabulary Mastery

  • Putri Intan Permata A
  • Arifani Y
  • Asari S
N/ACitations
Citations of this article
26Readers
Mendeley users who have this article in their library.

Abstract

This study aims to design gamification-based- instructions using articulate storyline in a flipped classroom setting to improve vocabulary mastery of junior high school students and to examine how students’ perspective on this approach compared to traditional methods. The study employs a Research and Development (R&D) methodology, guided by the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results show that there is a significant improvement in students’ vocabulary mastery, with an average gain of 30%, and over 85% of students found the gamified activities significantly more engaging and motivating. The study concludes that using the Articulate Storyline in conjunction with gamification in a flipped classroom environment significantly improves both student engagement and vocabulary mastery. These findings provide not only insightful information that positions gamified learning as a strong substitute for conventional pedagogy but also further advancements in instructional design.

Cite

CITATION STYLE

APA

Putri Intan Permata, A., Arifani, Y., & Asari, S. (2024). Gamification in a Flipped Classroom Using Articulate Storyline for Junior High School Students’ Vocabulary Mastery. JEELS (Journal of English Education and Linguistics Studies), 12(1), 51–80. https://doi.org/10.30762/jeels.v11i2.3803

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free