Penguatan Literasi Leksikal Bahasa Inggris Bagi Generasi Muda di Daerah 3T Desa Congko Dengan Metode Gamified Polyglot Quizziz
DOI:
https://doi.org/10.30605/atjpm.v7i2.7621Keywords:
Literasi Bahasa Inggris, Kosakata, Polyglot, 3T.Abstract
Kegiatan PKM ini merupakan studi eksperimental yang mengkaji bagaimana manfat pelatihan penguatan literasi leksikal bahasa Inggris menngunakan Online Polyglot yang digamifikasi melalui Quiziz di salah satu wilayah 3T, yaitu Desa Congko, Kabupaten Soppeng. Berlandaskan prinsip Self-Determination Theory, kegiatan ini mengeksplorasi bagaimana fitur-fitur berbasis gim seperti umpan balik instan, kompetisi, dan mekanisme penghargaan mampu meningkatkan motivasi, keterlibatan, dan pemerolehan kosakata peserta.Dengan metode kuantitatif ekperimen, sebanyak 28 pemuda dan pemudi Desa Congko yang menjadi peserta PKM mengikuti pre-test dan post-test untuk menilai peningkatan kemampuan kosakata mereka setelah mengikuti intervensi pembelajaran berbasis Quizizz. Hasil kegiatan menunjukkan adanya peningkatan yang signifikan dalam penguasaan kosakata peserta, disertai meningkatnya kemandirian serta partisipasi aktif mereka dalam komunitas belajar poliglot daring yang dikembangkan selama program PKM berlangsung.Temuan ini memperluas bukti mengenai efektivitas pembelajaran bahasa yang digamifikasi dengan menyoroti peran platform digital, khususnya komunitas belajar daring, dalam memupuk motivasi dan pembelajaran kolaboratif di kalangan generasi muda. Namun, karena kegiatan ini berfokus pada satu desa sebagai konteks PKM dan tidak melibatkan perbandingan dengan aplikasi gamifikasi lainnya, generalisasi temuan masih terbatas. Oleh karena itu, kegiatan atau penelitian selanjutnya disarankan untuk melibatkan sampel yang lebih luas dari berbagai wilayah 3T lainnya serta melakukan perbandingan antar aplikasi gamifikasi untuk memvalidasi lebih lanjut potensi pedagogis komunitas poliglot daring yang digamifikasi dalam meningkatkan kompetensi leksikal pembelajar bahasa Inggris.
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