The Influence of Digital Games Based Learning on Students’ Learning Outcomes and Motivation

Author:

Yusny Rahmat

Abstract

There is no doubt that the emergence of today's digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to find new and innovative methods.  One of them is the method of Digital Games Based Learning (DGBL).  However, the implementation effort of DGBL method to improve English language skills of students is still a matter of controversy. It is mainly caused by the use of game - which is assumed by the public just as merely means of entertainment rather than as a medium of learning. Judging on this reason, researchers are interested highlighting them to be their research. This research was conducted in order to view the significance and influence of DGBL in improving English language skills of students - particularly the ability to hear and read - as well as their motivation to learn. The study was conducted over five sessions in March 2013 with a sample of 13 students were selected at random stratification of 68 second -year student population PBI , Ar - Raniry UIN .Researchers collected data by applying the experimental use of games in the classroom , provide pre-test and post-test , as well as distributing  questionnaires dealing with motivation. From the analysis of quantitative data, it can be concluded that the method of Digital Games Based Learning (DGBL) can be used to improve student’s achievement and learning motivation in learning English.keywords:   Digital Games Based Learning (DGBL) ; Learning outcome ; Motivation   

Publisher

IAIN Salatiga

Subject

General Earth and Planetary Sciences,General Environmental Science

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. MIRNA Adaptive 3D Game to assist children's Distance Learning Difficulties Design and Teachers Intention to use;The International Arab Journal of Information Technology;2023

2. Smart Assistive 3D Tool to Remedy Children's Learning Difficulties for Distance Education;2022 International Arab Conference on Information Technology (ACIT);2022-11-22

3. Hanse Kogge Kiosk Terminal for Game-Based Learning at Deutsches Schifffahrtsmuseum;2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS);2021-10-25

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