Analisis Kebutuhan Media Pembelajaran Berbasis Gamifikasi Dalam Meningkatkan Partisipasi dan Hasil Belajar Bahasa Inggris Pada Siswa SMP
This study aims to analyze the needs for developing gamification-based learning media to improve students’ participation and learning outcomes in English learning at the junior high school level. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis stage. The s...