EXPLORING THE EFFECT OF ENGLISH READING GAME FOR SENIOR HIGH SCHOOL EFL STUDENTS IN INDONESIA

Setyowati, Rahayu (2022) EXPLORING THE EFFECT OF ENGLISH READING GAME FOR SENIOR HIGH SCHOOL EFL STUDENTS IN INDONESIA. S2 thesis, Fakultas Ilmu Pendidikan dan Psikologi.

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Abstract

Digital game-based learning is a tool to support the learning process since it has educational principles and purposes to achieve the goal of learning. Digital game-based learning gives the students a new experience and stimulus of learning. The present study aimed to investigate and explore the effectiveness of learning experience and learning outcomes using Reading Game- Based Learning for EFL classroom, especially for senior high school students. There were 25 students of senior high school PIRI Yogyakarta selected to be the participants of the study. In this study, the learning experience and game-based learning (accomplishment, challenge, guided, immersion, playfulness, and enjoyment), the learning outcomes, and the students' perceptions about the reading game were investigated. This study used a mixed-method as a research methodology. The interview was conducted to explore the students' perceptions about reading game-based learning. The result showed that there was no significance between the students' experience with the game, but the students had a positive perceptions and the learning outcomes increased.

Item Type: Thesis (S2)
Uncontrolled Keywords: Digital game-based learning, learning experiences, learning outcomes, EFL, reading skill.
Subjects: Pendidikan > Teknologi Pendidikan
Divisions: Fakultas Ilmu Pendidikan dan Psikologi (FIPP) > Teknologi Pendidikan
Depositing User: Perpustakaan FIP
Date Deposited: 31 Mar 2023 01:44
Last Modified: 31 Mar 2023 01:44
URI: http://eprints.uny.ac.id/id/eprint/77311

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