The impact of the walking dead video game on students' reading comprehension on narrative text

Muhammad Husnun Nadhif
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引用次数: 2

Abstract

With the development of technology every time, the development of media for learning is also overgrowing. Many new media are popping up especially digital-based media, ranging from images, audio, and video. All of that media has been widely used by teachers to get students excited about what they will learn in class. However, the longer these media feel boring for students, the teachers also have to twist their brains to find new media, one of which is video games. Several studies have looked into the influence of adventure video games on learning English; however, few studies have looked into the effect of adventure games on learning English. This study aimed to see how video games affected students' reading comprehension of narrative text. The study consisted of 50 students from SMA Negeri 1 Kebomas Gresik in tenth grade. X-IPS 1 and X-IPS 2 were the class examples. The impact of video games can be reflected in the multiple-choice scores of students. The author used a quantitative procedure and quasi-experimental design as the analysis methodology with a purposive sampling approach. A multiple-choice test was used as the testing tool. The findings in this study explain that video games do not significantly impact students but only increase the motivation of students to learn and entertain students only
《行尸走肉》电子游戏对学生叙事文本阅读理解的影响
每次随着科技的发展,学习媒体的发展也在过度发展。许多新媒体如雨后春笋般涌现,尤其是基于数字的媒体,包括图像、音频和视频。所有这些媒体都被老师广泛使用,让学生对他们将在课堂上学到的东西感到兴奋。然而,这些媒体对学生来说越无聊,老师们也不得不绞尽脑汁去寻找新的媒体,其中之一就是电子游戏。一些研究调查了冒险类电子游戏对英语学习的影响;然而,很少有研究关注冒险游戏对英语学习的影响。本研究旨在了解电子游戏如何影响学生对叙事文本的阅读理解。该研究包括来自SMA Negeri 1 Kebomas Gresik的10年级的50名学生。X-IPS 1和X-IPS 2就是典型的例子。电子游戏的影响可以反映在学生的多项选择成绩上。作者采用定量程序和准实验设计作为分析方法,采用有目的的抽样方法。采用多项选择题作为测试工具。本研究的发现解释了电子游戏对学生的影响并不显著,而只是增加了学生学习的动机和娱乐学生
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