Speedy Grammar: Aplikasi Game untuk Meningkatkan Kemampuan Tata Bahasa Inggris Siswa

Awaliyah Ainun Niswah
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引用次数: 1

Abstract

This study aims to see the improvement of English grammar by students who practice using the Speedy Grammar game application with students who do not use the application, then compare them. This research design is quantitative with an experimental method between two classes, experimental and control class. The subjects of this study were 20 students. As a result, the ability of students who took advantage of the game application increased significantly than students who did not use the application. It can be proven by the value of the pretest and posttest results. During the pretest, the experimental class had a score of 64.70, and the control class had a score of 65.50. Meanwhile, after practicing for 6 times with a duration of 30-50 minutes, the posttest score for the experimental class was 89.60, and the control class was 79.40. Another accurate proof as the answer to the research results of a 2-way (t-tailed) significance value between the two classes shows the number 0.000 on the posttest, so there is a very significant difference. The conclusion again states that the Speedy Grammar game application can be used as a solution to problems when learning English grammar.
快速语法:提高学生纹身技能的游戏应用·全球之声
本研究旨在观察使用快速语法游戏应用程序的学生和不使用快速语法游戏应用程序的学生在英语语法方面的进步,并对他们进行比较。本研究设计是定量的,采用实验班和控制班两个班之间的实验方法。本研究的对象是20名学生。结果,使用游戏应用程序的学生的能力比没有使用应用程序的学生显著提高。这可以通过前测和后测结果的值来证明。前测时,实验班得分为64.70分,对照组得分为65.50分。同时,经过6次30-50分钟的练习后,实验班的后测成绩为89.60分,对照组为79.40分。另一个准确的证明是,对于两类之间的2-way (t-tailed)显著性值的研究结果的答案在后测中显示了数字0.000,因此存在非常显著的差异。结论再次说明了快速语法游戏应用程序可以作为解决英语语法学习问题的方法。
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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12 weeks
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