Enhancing students’ speaking skill through a game-based learning innovation of family game show

R. Asih, Hermiyanti Tri Halisiana
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Abstract

Gamification and game-based learning (GBL) is the newly introduced learning strategies considered fit for English fun learning. . This study aims to investigate the implementation of teaching Speaking in Foreign Language for Specific Purposes (FLSP) at Universitas Muhammadiyah Malang. The employed research design was Classroom Action Research (CAR) with two cycles. The GBL employed was modified from the Family 100 and Trivia game show. Subjects of the study were the Psychology students 2021/2022. Data collection methods were a survey and observation checklist, and the obtained data were analyzed using Activity Theory. The data triangulation was obtained by comparing researchers’ observation notes and questionnaire responses. . Results show that students were not enthusiastic when learning about Speaking through games.  Their enthusiasm increased when the game level, rules, and topics were adjusted. The findings of this study imply that GBL enhanced students’ understanding, motivated their learning, and increased their positive behaviours
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通过家庭游戏节目的游戏化学习创新提高学生的口语能力
游戏化和基于游戏的学习(GBL)是新引入的适合英语趣味学习的学习策略。本研究旨在调查穆罕默迪耶-马朗大学特定目的外语口语教学的实施情况。所采用的研究设计是课堂行动研究(CAR),共有两个周期。所采用的GBL是从Family 100和Trivia游戏节目中修改而来的。研究对象为心理学2021/2022级学生。数据收集方法是调查和观察清单,并使用活动理论对获得的数据进行分析。数据三角测量是通过比较研究人员的观察笔记和问卷调查获得的。结果表明,学生在通过游戏学习口语时并没有积极性。当游戏级别、规则和主题调整时,他们的热情增加了。这项研究的结果表明,GBL增强了学生的理解,激励了他们的学习,并增加了他们的积极行为
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审稿时长
25 weeks
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