scholarly journals The Influence of Digital Games Based Learning on Students’ Learning Outcomes and Motivation

2013 ◽  
Vol 6 (2) ◽  
pp. 77
Author(s):  
Rahmat Yusny

There is no doubt that the emergence of today's digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to find new and innovative methods.  One of them is the method of Digital Games Based Learning (DGBL).  However, the implementation effort of DGBL method to improve English language skills of students is still a matter of controversy. It is mainly caused by the use of game - which is assumed by the public just as merely means of entertainment rather than as a medium of learning. Judging on this reason, researchers are interested highlighting them to be their research. This research was conducted in order to view the significance and influence of DGBL in improving English language skills of students - particularly the ability to hear and read - as well as their motivation to learn. The study was conducted over five sessions in March 2013 with a sample of 13 students were selected at random stratification of 68 second -year student population PBI , Ar - Raniry UIN .Researchers collected data by applying the experimental use of games in the classroom , provide pre-test and post-test , as well as distributing  questionnaires dealing with motivation. From the analysis of quantitative data, it can be concluded that the method of Digital Games Based Learning (DGBL) can be used to improve student’s achievement and learning motivation in learning English.keywords:   Digital Games Based Learning (DGBL) ; Learning outcome ; Motivation   

2013 ◽  
Vol 6 (2) ◽  
pp. 77
Author(s):  
Rahmat Yusny

There is no doubt that the emergence of today's digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to find new and innovative methods.  One of them is the method of Digital Games Based Learning (DGBL).  However, the implementation effort of DGBL method to improve English language skills of students is still a matter of controversy. It is mainly caused by the use of game - which is assumed by the public just as merely means of entertainment rather than as a medium of learning. Judging on this reason, researchers are interested highlighting them to be their research. This research was conducted in order to view the significance and influence of DGBL in improving English language skills of students - particularly the ability to hear and read - as well as their motivation to learn. The study was conducted over five sessions in March 2013 with a sample of 13 students were selected at random stratification of 68 second -year student population PBI , Ar - Raniry UIN .Researchers collected data by applying the experimental use of games in the classroom , provide pre-test and post-test , as well as distributing  questionnaires dealing with motivation. From the analysis of quantitative data, it can be concluded that the method of Digital Games Based Learning (DGBL) can be used to improve student’s achievement and learning motivation in learning English.keywords:   Digital Games Based Learning (DGBL) ; Learning outcome ; Motivation   


2021 ◽  
Vol 4 (1.2) ◽  
pp. 358-371
Author(s):  
Noemi Mercedes Remache Carrillo ◽  
Sandra Paulina Porras Pumalema ◽  
Diana Carolina Campaña Días ◽  
Mónica Alexandra Garcés Villacrés

Introduction: higher education has experienced a number of changes in the teaching field due to the current situation. In this context, e-learning through educational platforms has taken on great value in the teaching-learning process. Objective: to apply an educational intervention through the Moodle platform to consolidate the skills of the English language in the students of the industrial maintenance career of the Escuela Superior Politécnica de Chimborazo during the special period April-September 2020. Methodology: this investigation was carried out in the context of mandatory teleworking due to the Covid-19 pandemic. This mixed research had a descriptive approach with a quasi-experimental focus. To achieve the main goal, 70 students from the third semester took an active part in it who were divided into two study groups: the control group and the experimental group, with 35 students respectively. Before the intervention phase, information was collected through a survey which yielded important general data related to their socio-demographic information and self-perception of their level of English. At the same time, a pre-test of knowledge of the language was taken from the students which was based on the Cambridge PET exam. With this exam, data were obtained for the development of the intervention plan that was implemented throughout the semester. Results: after the intervention phase, the students took a post-test and the corresponding means could be compared. They obtained 9.20 for the control group and 11.99 for the experimental group as final scores. Conclusion: it is concluded that the Moodle Platform is a valuable didactic support to improve English language skills.


2022 ◽  
Vol 3 (2) ◽  
pp. 131-138
Author(s):  
Suswanto Iswandi Megah ◽  
Eka Wilany ◽  
Desi Surlitasari Dewi

English is very important for communication between countries so that BP batam is a government agency that cannot be separated from developing its English language skills. LPPM Unrika's collaboration with BP Batam Finance Bureau staff in implementing online English language training during the pandemic to improve English language skills. Overall service activities are carried out in a span of 6 months (July-August 2021). The post-test results obtained a conclusion that the basic English skills of the inmates were very good with an average score of 81.8, while the lowest score was 80 and the highest score was 85. When compared to the pre-test where the lowest score was 71.6 and the highest was 80, with an average of 77.1. So the average result of the pre-test and post-test scores is 79.4, so the achievement value of BP Batam's financial bureau staff increases significantly.


Author(s):  
Eka Susylowati ◽  
Ika Oktaria ◽  
Arini Hidayah ◽  
Yunita Widiyantari ◽  
Anik Astuti

This study aims to train English language skills for Akparta students to be proficient in English. The research methods used include presentations, lectures, observations and discussions. The results showed that the level of English mastery of the Surakarta Akparta students had progressed in speaking English. Community service activities carried out at Akparta Surakarta are helpful for students to improve their English language competence so that students can become professional tourism workers


2021 ◽  
Vol 3 (1) ◽  
pp. 667
Author(s):  
Risca Hidayanti Qurani ◽  
Safira Dewi Kurnia ◽  
Henny Dwi Bhakti ◽  
Andi Rahmad Rahim ◽  
Sukaris Sukaris ◽  
...  

This study aims to increase courage children to speaking English using implementation of game in Dahanrejo village, Kebomas, Gresik. The author as tutors and teachers for children in Dahanrejo village in this research. The problems refer to in Dahanrejo village, many children are afraid to speak English because there are no motivation to increase knowledge related studying English, therefore they have lack vocabulary and also teachers can’t explore the other media to teaching English in the classroom. The results of the action research given by the authors are the application of the media can improve the English language skills especially speaking of students and be able to provide variations in indoor learning that are not only fixed on the Package Books and Students Worksheets (LKS). Not only that, but the authors also found that the media was able to change the mood of students who did teaching through the media and were more interested in English.


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