A DEVELOPMENT OF A LEARNING ACTIVITY BASED ON THE GAMIFICATION APPROACH TO ENHANCE VOCATIONAL STUDENTS’ ENGLISH SPEAKING SKILL FOR BUSINESS
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Abstract
The purposes of this research were: 1) to develop and assess the efficiency of learning activity based on the gamification approach at the level of 75/75 2) to study the outcome of tryout results of the learning activity based on the gamification approach 2.1) to compare the business English speaking skill after using the learning activity to reach a 75 percent criterion 2.2) to study the result of learning activity based on the gamification approach. The study followed a research and development process. The sample group consisted of 36 second-year vocational students who enrolled in a Business English course. The tools applied in the research include 1) Learning activity based on the gamification approach 2) Business speaking skill test and 3) field note. The data were analyzed by mean, standard deviation, effectiveness equal (E1/E2) and t-test. The result of the study revealed that: 1) the learning activity had five steps as follows; 1) Curiosity 2) Learning 3) Doing the Mission 4) Evaluating 5) Rewarding. The learning activity had appropriate quality with the highest level and was found to be efficient at the percentage level of 79.17/77.50 according to established criteria. 2) Business English speaking skill after using the learning activity was significantly higher than the 75% criterion and 3) Students have improved their English speaking skill for business in grammar and vocabulary, Discourse Management, Pronunciation and Interactive Communication.
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References
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