Reducing Student’s English Dialogue Anxiety in Online Learning through Board Game

Rahmadewi Nuzulia, Catur Kepirianto
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引用次数: 5

Abstract

The COVID 19 has been going on since April 2020 in Indonesia. It has resulted in the Indonesian government, especially the Ministry of Education and Culture, taking preventive steps to minimize contracting the virus. One of them is using online learning for students to go to school. However, there are challenges for teachers and students while learning in an online class, such as students who are often absent, students will quickly feel bored, students tend to be passive in the learning process, students do not master the learning material, and much more. It also happens in an English lesson, especially a dialogue activity. This research aims to prove whether using a board game can be effective media to reduce students’ language anxiety level or not during English learning in an online classroom. The kind of board game is the combination between snake and ladder and candy land, or it has been modified based on learning purpose. The research design used in this research is a quasi-trial non-equivalent control group design. The samples of this research are 60 ninth grades of junior high school students which are divided into the trial and control group. Data analyses used in this research are using SPSS mean score, data deviation, while hypothesis testing used in this research is the Mann-Whitney test.  The result showed that a board game can reduce students’ anxiety levels. The data showed that the mean score of students after implementing board game reduces by 2.90 points, while the standard deviation increases by 2.901 points. From the Mann-Whitney test, it is known that Asymp. Sig. (2-tailed) is 0.003 or < 0.05 which shows that H0 is rejected, and H1 is accepted. From the data analysis, it can be shown that the board game is effective media to reduce students’ language anxiety in dialogue activity during learning in an online class. Keywords: board game, language anxiety, online learning
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通过棋盘游戏减少学生在线英语学习中的对话焦虑
2019冠状病毒病自2020年4月以来一直在印度尼西亚肆虐。这导致印尼政府,特别是教育和文化部采取预防措施,尽量减少感染病毒。其中之一是利用在线学习让学生去上学。然而,对于教师和学生来说,在线课堂学习也存在挑战,比如学生经常缺席,学生很快就会感到无聊,学生在学习过程中往往是被动的,学生没有掌握学习材料,等等。这也发生在英语课上,尤其是对话活动中。本研究旨在证明在网络课堂英语学习中,桌游是否能有效降低学生的语言焦虑水平。这种桌游是蛇梯和糖果乐园的结合,或者是根据学习目的进行了修改。本研究采用的研究设计为准试验非等效对照组设计。本研究的样本为60名初九年级学生,分为试验组和对照组。本研究使用的数据分析使用SPSS均分,数据偏差,而本研究使用的假设检验是曼-惠特尼检验。结果表明,棋盘游戏可以降低学生的焦虑水平。数据显示,实施桌游后学生的平均分降低了2.90分,标准差提高了2.901分。从曼-惠特尼试验中,我们知道。Sig.(双尾)为0.003或< 0.05,表示H0被拒绝,H1被接受。从数据分析可以看出,桌游是减少学生在网络课堂学习中对话活动中的语言焦虑的有效媒介。关键词:桌游,语言焦虑,网络学习
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审稿时长
20 weeks
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