AUGMENTING EFL STUDENTS’ SPEAKING SKILLS THROUGH THE MYSTERY BOX GAME

Nira Erdiana, Masrizal Mahmud, Syarifah Nisa Khaira, Y. Q. Yusuf
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Abstract

This study examined how employing the Mystery Box game affected tenth-grade students' speaking skills at a senior high school in Lhokseumawe, Aceh, Indonesia. It employed pre-experimental quantitative research. A number of 25 students from class X-3 were purposively chosen as the sample of this study. In collecting the data, the researchers used tests (pre-test and post-test) as the instrument, and the results were analyzed by using statistics. The results showed that the mean scores of the pre-test and post-test were 37.2 and 73.2, respectively. The mean score of the post-test was higher than the mean score of the pre-test, with the T-test value of 4,556, and the critical value in the t-table (0.05) of 1.711. This implies that the t-score is higher than the t-table (t- score = 4.534 t-table = 1.711), and thus the alternative hypothesis (Ha) of this research was accepted and the null hypothesis (Ho) was rejected. In conclusion, teaching English by using the Mystery Box game to improve these EFL students’ speaking skills succeeded. Consequently, the use of this game is among the alternative media to be used by English teachers in augmenting their students’ skills in speaking English. When students achieve the accuracy and mastery of speaking skills, at a later stage, it can help them move to the improvement of other language skills
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通过神秘盒子游戏提高英语学生的口语能力
这项研究考察了在印度尼西亚亚齐省的一所高中,使用神秘盒子游戏如何影响十年级学生的口语技能。它采用了实验前的定量研究。有目的地选择X-3班的25名学生作为本研究的样本。在收集数据时,研究人员使用测试(测试前和测试后)作为工具,并使用统计数据对结果进行分析。结果显示,测试前和测试后的平均得分分别为37.2和73.2。后验的平均得分高于前验的平均分数,T检验值为4556,T表中的临界值(0.05)为1.711。这意味着t得分高于t表(t-得分=4.534,t表=1.711),因此本研究的替代假设(Ha)被接受,零假设(Ho)被拒绝。总之,运用“神秘盒子”游戏进行英语教学是成功的。因此,这个游戏的使用是英语教师用来提高学生英语口语技能的替代媒体之一。当学生在后期达到口语技能的准确性和掌握程度时,这可以帮助他们提高其他语言技能
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