Students’ Perceptions of Using Class Dojo in a Teaching and Learning Process

  • Ganang Yudha Pratista Universitas Sanata Dharma
Abstract views: 770 , pdf downloads: 541
Keywords: ClassDojo, Perception, Student, English Class, class dojo, perception, student, english class

Abstract

In the present educational context, the teaching and learning process is gradually associated with computers to maximize its outcomes. One of the platforms which is commonly used is ClassDojo. Implementing the principles of gamification, ClassDojo is considered effective to motivate students to be more active in online classes, pushes healthy competitiveness, and enhances learning and enjoyment. This study aims to investigate the students’ perceptions of using ClassDojo in the teaching and learning process. This study applied a cross-sectional survey design in which 77 participants range from 17 to 23 years of age. To assess the perceptions, a close-ended questionnaire with five-point Likert scale was distributed and then analyzed to find out its average. Then, several interviews were carried out as the data triangulation. The result shows that there are two main components of ClassDojo which motivates students in the English class; points and avatars. The students are more motivated and engaged in the teaching and learning process as they strive to earn more points. In addition, the students are eager to customize their own character and enjoy playing it throughout the class. Thus, not only points, avatars are also the essential component of ClassDojo which motivates and engages the students in the teaching and learning process.

Downloads

Download data is not yet available.

References

Armanda, M. L., Nugraheni, A. F., Wulansari, A., & Imron, A. (2022). "Grammarly" as English Writing Assistant from EFL Students’ Perspective. Journal of English Teaching and Research, 128-137. DOI: https://doi.org/10.29407/jetar.v7i2.17988

Basturkmen, H. (2010). Developing Courses in English for Specific Purposes. London: Macmillan Publishers Limited.

Benhadj, Y., El Messaoudi, M., & Nfissi, A. (2019). Artificial Intelligence in Education: Integrating Serious Gaming into the Language Class Classdojo Technology for Classroom Behavioral Management . IAES International Journal of Artificial Intelligence (IJ-AI), 382-390. DOI: 10.11591/ijai.v8.i4.pp382-390

Bunchball, Inc. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. White Paper.

Chou, Y.-k. (2022, November 27). The Octalysis Framework for Gamification & Behavioral Design. Retrieved from Yu-kai Chou: Gamification & Behavioral Design: https://yukaichou.com

ClassDojo. (n.d.). What's ClassDojo? Retrieved from ClassDojo: https://www.classdojo.com/about/

Gall, M. D., Gall, J. P., & R, B. W. (2007). Educational Research: An Introduction (8th ed.). Boston: Pearson.

Homer, R., F, H. K., & Y, T. C. (2018). Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students’ Classroom Behavior and English Learning. Journal of Educational Technology & Society, 137-151.

Iftakhar, S. (2016). Google Classroom: What Works and How? Journal of Education and Social Sciences, Vol. 3, (Feb.), 12-18. https://jesoc.com/wp-content/uploads/2016/03/KC3_35.pdf

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Fransisco: Pfeiffer.

Kerriemuir, J., & Angela, M. (2004). Literature Review in Games and Learning. Futurelab. https://telearn.archives-ouvertes.fr/hal-00190453

Kumar, R. (2011). Research Methodology: A Step-by-Step Guide for Beginners (3rd. ed.). London: SAGE Publications Ltd.

Mackey, A., & Gass, S. M. (2005). Second Language Research: Methodology and Design. New Jersey: Lawrence Erlbaum Associates.

Maclean-Blevins, A. O. (2013). Class DoJo: Supporting the Art of Student Self-Regulation . Rising Tide, 1-20.

Marouf, R., & Brown, A. (2021). A Review on the Contribution of ClassDojo as Point System Gamification in Education. 20th IFIP TC 14 International Conference, ICEC 2021 (pp. 441-448). Coimbra: Springer. DOI: https://doi.org/10.1007/978-3-030-89394-1_37

Nemoto, T., & Beglar, D. (2013). Developing Likert-Scale Questionnaire. JALT2013 Conferene Proceedings (pp. 1-8). Tokyo: JALT. https://jalt-publications.org/sites/default/files/pdf-article/jalt2013_001.pdf

Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Boston: MIT Press.

Santos, J. C., & Ruiz, M. C. (2021). Using ClassDojo to Motivate Kids Participation in the English as Foreign Language Online Classes During the Covid-19 Pandemic: a Case Study. AtoZ: Novas Praticas em Informação e Conhecimento, 58-65. DOI:10.5380/atoz.v10i2.78711

Seixas, L. d., Gomes, S. A., & Filho, I. J. (2016). Effectiveness of Gamification in the Engagement of Students. Elsevier, 48-63. DOI: http://dx.doi.org/10.1016/j.chb.2015.11.021

Singh, Y. K. (2006). Fundamental of Research Methodology and Statistics. New Delhi: New Age International (P) Limited.

Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R & D. Bandung: Alfabeta.

Warschauer, M., & Healey, D. (1998). Computers and Language Learning: An Overview. Language Teaching / Volume 31 / Issue 02, 57-71. DOI: https://doi.org/10.1017/S0261444800012970

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Warthon Digital Press.

PlumX Metrics

Published
2023-05-24
How to Cite
Pratista, G. Y. (2023). Students’ Perceptions of Using Class Dojo in a Teaching and Learning Process. English Education:Journal of English Teaching and Research, 8(1), 77-90. https://doi.org/10.29407/jetar.v8i1.19257