This study aims to see the response of students from Thailand at the Universitas Islam Darul ‘Ulum Lamongan to the use of gamification media, as well as to see the effectiveness of the acquisition of Indonesian affixation by Thai students using gamification media. This research uses descriptive method, with observation and test data collection techniques. The results of this study are the highest response to statement 1 of 92.3%, namely in the very interesting category, the highest response to the second statement of 100%, namely in category 4, the highest response to statement 3 of 61.5% namely in category 4, the highest response to statement 4th is 80.8% in category 4, and the highest response is to statement 5 of 61.5% in category 4. The effectiveness results in cycle I reach 391 words with Indonesian affixes, then in cycle II, it increases by 196 so that in cycle II data is obtained as large as 587 words with affixes.
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