Prima Purbasari, Iffatunnida Iffatunnida, Urwatus Silvia Rahmah
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This is a qualitative phenomenological study expecting to capture details and experience of students and then to describe the meaning of the findings based on the subjects’ individual experience. The study was conducted in Universitas Islam Negeri Maulana Malik Ibrahim Malang, exactly at Architectural Engineering Department. Based on the findings, students thought that online reading games helped them to visualize the context of particular texts because of its good animation and sound effects. Students, in teacher’s evaluation, became more active in engaging themselves in the class discussion after having several activities of playing the online reading games. They said that they could easily play the games over and over anytime. 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引用次数: 0
摘要
对于教师来说,2020年可能是难忘的一年,因为他们需要在破坏性的Covid-19大流行中面对具有挑战性的教学形势。为了授课,教师需要各种各样的在线应用程序来接触学生。此外,他们需要更多的在线媒体,以确保学生掌握他们需要实现的学习成果。本研究使用网络游戏作为阅读策略课后的辅助学习工具。此外,它是吸引学生实践以学生为中心的学习,使他们成为自主学习者的工具。在这项研究中使用了四个游戏,即Main Idea Millionaire, Main Idea Storm, Context Clues和Scanning Skimming游戏,它们分别在三个不同的网站上提供。这是一项定性现象学研究,旨在捕捉学生的细节和经验,然后根据受试者的个人经验描述研究结果的意义。这项研究是在伊斯兰大学Negeri Maulana Malik Ibrahim Malang进行的,确切地说是在建筑工程系。基于调查结果,学生们认为在线阅读游戏可以帮助他们可视化特定文本的背景,因为它具有良好的动画和声音效果。在教师的评价中,学生在进行了几次网络阅读游戏的活动后,参与课堂讨论的积极性有所提高。他们说他们可以轻松地在任何时候反复玩游戏。本研究证明,使用网络游戏可以提高学生的自信心,鼓励他们积极参与教学活动。
ENGAGING STUDENTS IN ONLINE READING GAMES: A STUDENT-CENTERED LEARNING PERSPECTIVE
2020 might be unforgettable for teachers since they need to face the challenging teaching situation in the ruinous Covid-19 pandemic. To deliver the lesson, teachers need varied online applications to reach their students. Furthermore, they need more online media to ensure the students grasp what they need to achieve as a learning outcome. Online games are used in this study as the supportive learning tool after lecturing session about Reading Strategies. Furthermore, it is the tool to engage students to practice the student-centered learning so that they will be autonomous learners. There are four games used in this study i.e. Main Idea Millionaire, Main Idea Storm, Context Clues, and Scanning Skimming games, which are provided in three different websites. This is a qualitative phenomenological study expecting to capture details and experience of students and then to describe the meaning of the findings based on the subjects’ individual experience. The study was conducted in Universitas Islam Negeri Maulana Malik Ibrahim Malang, exactly at Architectural Engineering Department. Based on the findings, students thought that online reading games helped them to visualize the context of particular texts because of its good animation and sound effects. Students, in teacher’s evaluation, became more active in engaging themselves in the class discussion after having several activities of playing the online reading games. They said that they could easily play the games over and over anytime. This study proves that the employed online games can boost students’ confidence and encourage them to be active in the teaching and learning situation.