2019
DOI: 10.26803/ijlter.18.12.12
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The Effectiveness of Using Digital Game towards Students’ Academic Achievement in Small and Large Classes: A Comparative Research

Abstract: The reduced engagement of students in large classes is one concern that may have an impact on the low level of students' academic achievement. The use of a digital game is one proven teaching media that increase students' engagement in learning. This research seeks to compare the effectiveness of using digital games towards students' academic achievement in small and large classes. This quasiexperimental research uses a pretest-posttest nonequivalent multiple group design involving 58 pre-service physics teach… Show more

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Cited by 12 publications
(12 citation statements)
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“…The improvement in the posttest scores of the respondents could also suggest that the use of the game in teaching articles not only helps learners to remember article rules and usage but also reduces grammatical mistakes. The finding concurs with a previous study by (Saprudin et al, 2019) that finds positive benefits of using games via MALL in teaching. The positive findings could initially allow us to deduce that the more learners are exposed to an intriguing learning activity, the more positive emotions will be developed to remove their fear of grammar.…”
Section: Discussionsupporting
confidence: 92%
See 1 more Smart Citation
“…The improvement in the posttest scores of the respondents could also suggest that the use of the game in teaching articles not only helps learners to remember article rules and usage but also reduces grammatical mistakes. The finding concurs with a previous study by (Saprudin et al, 2019) that finds positive benefits of using games via MALL in teaching. The positive findings could initially allow us to deduce that the more learners are exposed to an intriguing learning activity, the more positive emotions will be developed to remove their fear of grammar.…”
Section: Discussionsupporting
confidence: 92%
“…Game-based language is an effective method of language acquisition because it boosts motivation and involvement (Nadia and Mar, 2020). Gamification can be a solution to the problem of low student involvement in the learning process (Saprudin et al, 2019). Thus, by having digital games language learners may voluntarily engage in English language activities rather than being forced to do so, which has shown a positive effect in studies of grammar acquisition (Muñoz et al, 2021).…”
Section: The Efficiency Of Digital Games In Teaching Grammar Articlesmentioning
confidence: 99%
“…The effect was nearly identical to the result in question 2, with (40%) of the variance between students attributable to the impact of the computer games. This may be related to what Alghazo et al (2010), AlNatour and Hijazi (2018), and Saprudin, Liliasari, Setiawan, and Prihatmanto (2019 indicated about the many advantages of using computer-based activities such as audio and graphics, which made students interested, motivated, enjoyed, relaxed and engaged in the learning.…”
Section: Findings and Discussionmentioning
confidence: 96%
“…In the designed game, there is a side quest that can be completed while following the flow of the main mission, therefore side missions do not interfere player concentration (Emerson et al, 2020;Yeh et al, 2017). Concentration and Challenge aspect can be improved further by designing missions that are appealing to the player but still don't overwhelm the player according to the difficulty curve where flow of the game remain between difficult and easy (Herdiansyah et al, 2019;Saprudin et al, 2019). In goal clarity, the goal of the game is clear, namely to get out of the dungeon that has been created, besides that, along with the Feedback aspect, a mission notification will appear to clarify the purpose of the game.…”
Section: Discussionmentioning
confidence: 99%