DEVELOPMENT OF GENIALLY-BASED GAMIFIED INTERACTIVE LEARNING MEDIA TO ENHANCE THE ENGLISH LEARNING MOTIVATION OF EIGHTH-GRADE STUDENTS
Abstract
Low motivation to learn English among junior high school students is still associated with the dominance of lectures and textbooks and the scarcity of interactive media. This study aimed to develop gamified interactive learning media using Genially to enhance the learning motivation of eighth-grade students at SMP Al-Islam Krian, and to test its validity, practicality, and effectiveness. It was a research and development (R&D) study using the ADDIE model. Validation involved subject-matter, media, and instructional design experts. Trials involved nine students in a small group and 36 students in a large group using a pretest–posttest design on reading material. Data were collected through validation sheets, questionnaires, observation, and tests, and analyzed descriptively. Results showed a validity score of 96.07% (highly feasible) and a practicality score of 96.78%. Mean reading comprehension rose from 68.7 to 90.1, with an N-Gain of 0.69. Observations and student comments indicated increased enthusiasm, participation, and motivation. The media were declared valid, practical, and effective, making them a feasible option for English teachers.References
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