This study aims to investigate the effect of Classcraft on enhancing grammar performance of adult learners. A quasiexperimental study employed involved 27 adult learners from graduate and postgraduate program. The participants were from beginner level and divided into Control Group (14 learners) and Treatment Group (13 learners). Data collection instruments were pre-test and post-test scores and a questionnaire. The result of Independent T-test revealed that there was statistically significance difference on the post-test scores between the Control Group and Treatment Group at significance level of 0.05 indicating that the implementation of Classcraft improved grammar performance of adult learners. The findings propose that a learning process that gives adult learners a sense of competitiveness, autonomy, recognition, competence, and relatedness can enhance adult learners' learning performance The result of the questionnaire showed that overall, adult learners have positive attitude towards the implementation of Classcraft in the class. Future studies could be conducted by combining different gamification platforms into one course to maintain an element of surprises or by applying the gamification across different level of proficiency.
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