![]() ![]() In this study, the authors consider the affective domain phenomenon in language learning. the use of technological advances needs to be carried out by language laboratory officers from registration, participant data collection, tutorial scheduling, tutorial systems, and TOEFL test. Changing the offline system to an online system is certainly not an easy thing for language laboratory officers, because from the registration system to the test system must be held in the online form. The aims of the research develop TOEFL apps to change the offline to the online system because pandemic era, the online system is not only in TOEFL Test but also in the service of language laboratory of IAIMNU Metro that changes from offline system to online system. Besides, it was found that according to students’ perceptions, the implementation of games based on their real learning needs increases their motivation, especially when feedback is effectively provided. The main findings revealed that Genially games have the potential to enhance EFL learners’ academic performance in online instruction, particularly in aspects related to students’ knowledge of grammar and vocabulary in context. The instruments included a diagnostic survey, a pre-test, a post-test, a students’ perceptions survey, and a semi-structured interview. The study followed a quasi-experimental approach and it took place over a sixteen-week period. The courses were delivered in an online remote learning environment due to the COVID-19 pandemic. The students were enrolled in two pre-intermediate courses that are part of an EFL Teaching program at a private university in southern Ecuador. Their ages ranged from 22 to 56 years old, and their English proficiency level was B1, according to the Common European Framework of References (CEFR). The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). P style="text-align: justify ">This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The online media utilized in the syllabus to implement blended learning are YouTube, Kahoot, Quizziz, Padlet, Quizlet, and Moodle. The learning methods included in the syllabus are cooperative learning, role play, collaborative learning, and project-based learning. Based on the research result, the researchers designed a blended learning-based syllabus for English pharmacy, which consists of basic English skills (speaking, writing, reading, and listening), grammar, and vocabulary related to pharmacy and health, such as medicine, parts of the body, diseases, and microbiology. Moreover, the English subject is desired to be taught by implementing the students-centered learning approach with more group or pair activities. ![]() Besides, they also intend to provide the students with basic English skills, grammar, and vocabulary related to pharmacy and health. This research result indicated that the pharmacy study program wishes the students to be able to read and analyze English journal articles or other literature. The data collected were analyzed qualitatively and provided descriptively. The method applied in this research is a descriptive qualitative using an interview as the instrument to obtain the research data. The objective of this research is to identify the desire of stakeholders, which is the pharmacy study program to develop a syllabus of English for pharmacy. At the end of the game, the winner’s nickname appears on the shared screen, and players see their final place on their device.English is a compulsory subject for the students of the pharmacy study program at Sari Mulia University.Players see their points and place on their own devices. After each question, a leaderboard showing the top 5 players is displayed.Each answer option on the shared screen is inside a box with a specific color and shape that matches the boxes displayed on the players’ screen. Players answer the questions they see on the shared screen with their devices.Once all players are in the game lobby, click Start.a phone, to join the game via or the Kahoot! app, by entering the PIN and their nickname. The game lobby launches, displaying a unique game PIN, for all players to see.When the screen launches, choose the Classic game.Find a game to play – click Discover on the top navigation bar to search from our library of millions, or choose a game from one of our collections. ![]()
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