The influence of playing digital game in distance learning towards students’ speaking skill

Doni Wijanarko, S. Hadi, Indah Puspitasari
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引用次数: 2

Abstract

The lack of class interaction in distance learning makes students can not practice their speaking skill. In another case, the use of digital game have been familiar among students. This situation forces teacher to serve students with creative teaching-learning in the class. Novelty is on the specific game which was used in this research. The researcher experimented to apply digital games namely “Among Us” then investigated the impact on students’ speaking skill. This research aimed to answer the question, how were digital games become an alternative medium to learn English in the distance learning situation? Inherently, this research was a pre-experimental research method with a design of one shoot case study. The main data source in this research was based on students' assessments scores and students’ questionnaire scores then supported by other questionnaires and semi-structured interviews. The averages scores indicate that students were good in speaking skills overall, it could be known by the detailed results of the assessments that were pre-activity 2.64, during-activity 2.50, and post-activity 2.22. Moreover, the results of regression analysis indicated digital games influenced students' achievement and students' motivation. It can be known by the significance of Annova tables results that students’ achievement 0.022 < 0.05 and students motivation 0.000 < 0.05.  The Researcher concluded that students were comfortable and more confident to learn and practice their speaking skill during playing the digital game. Finally, through giving correct treatment, digital game activity was possible to be an alternative way to learn English especially to practice speaking skill.
远程教学中玩数字游戏对学生口语能力的影响
远程教学缺乏课堂互动,使学生的口语能力得不到锻炼。在另一种情况下,数字游戏的使用已经为学生所熟悉。这种情况迫使教师在课堂上以创造性的教与学为学生服务。新颖性是指本研究中使用的特定游戏。研究者尝试应用数字游戏“在我们中间”,然后调查对学生口语能力的影响。这项研究旨在回答这样一个问题,数字游戏是如何成为远程学习英语的另一种媒介的?本研究本质上是一种预实验研究方法,采用单次案例研究设计。本研究的主要数据来源是基于学生的评估得分和学生的问卷得分,并辅以其他问卷和半结构化访谈。平均分数表明学生的口语能力总体上是好的,这可以从活动前2.64,活动中2.50和活动后2.22的详细评估结果中得知。此外,回归分析结果表明,数字游戏影响学生的学习成绩和学习动机。由方差表结果的显著性可知,学生成绩0.022 < 0.05,学生动机0.000 < 0.05。研究人员得出结论,学生们在玩数字游戏的过程中更舒服、更有信心地学习和练习他们的口语技能。最后,通过正确的处理,数字游戏活动可以成为学习英语特别是练习口语技能的另一种方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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