Carolin, Anita and Alies Poetri Lintangsari, S.S., M.Li. (2022) Collaborative Gaming Approach In Online Learning To Improve Students’ Engagement. Sarjana thesis, Universitas Brawijaya.
Abstract
Karena pandemi COVID-19, pelajar di Indonesia diharuskan belajar dari rumah selama kurang lebih dua tahun terakhir. Hal tersebut berdampak pada kegiatan pembelajaran yang membuat siswa kurang terlibat dalam kegiatan pembelajaran. Penelitian ini menawarkan model Online Collaborative Gaming Approach untuk meningkatkan keterlibatan dan partisipasi siswa dalam pembelajaran bahasa Inggris. Dengan mengundang 58 siswa sebagai partisipan penelitian, penelitian ini melaporkan implementasi Collaborative Gaming Approach dan evaluasi berdasarkan perspektif siswa. Penelitian ini menggunakan Penelitian Tindakan Kelas dengan menggunakan angket, wawancara, dan nilai siswa sebagai instrumen untuk mengumpulkan data. Hasil penelitian menunjukkan bahwa nilai rata-rata aktivitas permainan kuis berada di atas KKM. Hasil angket menyatakan bahwa 94,83% (55) siswa setuju bahwa kegiatan permainan kuis memberikan persepsi positif pada aspek afektif, 91,38% (53) siswa setuju bahwa kegiatan permainan kuis memberikan persepsi positif pada aspek sosial, dan 94,83% (55) siswa setuju bahwa kegiatan permainan kuis memberikan persepsi positif pada aspek kognitif. Hasil data menunjukkan bahwa pendekatan permainan kolaboratif memberikan dampak positif bagi siswa. Hal ini menyiratkan bahwa praktik pendekatan game kolaboratif dapat meningkatkan keterlibatan siswa.
English Abstract
Due to the COVID-19 pandemic, students in Indonesia were required to study from home for about the past two years. It gave an impact on learning activities that made students less engaged in the learning activities. This research offers the Online Collaborative Gaming Approach model to improve students’ engagement and participation in English learning. Inviting 58 students as research participants, this research reported the implementation of the Collaborative Gaming Approach and evaluation based on students’ perspectives. This study employed Classroom Action Research utilizing questionnaires, interviews, and students’ scores as instruments to collect data. The result of the study showed that the average score in the quiz game activity was above the KKM. The result of the questionnaires stated that 94.83% (55) students agreed that quiz game activities gave positive perceptions on the affective aspect, 91.38% (53) students agreed that quiz game activities gave positive perceptions on the social aspect, and 94.83% (55) students agreed that quiz game activities gave positive perceptions on the cognitive aspect. The result of the data showed that the collaborative gaming approach gives a positive impact on students. It implies that the practice of the collaborative gaming approach can increase the students’ engagement.
Other obstract
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Item Type: | Thesis (Sarjana) |
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Identification Number: | 0522120029 |
Uncontrolled Keywords: | collaborative gaming approach, quiz game, EFL learning |
Subjects: | 400 Language > 420 English and Old English (Anglo-Saxon) > 420.71 English learning |
Divisions: | Fakultas Ilmu Budaya > Pendidikan Bahasa Inggris |
Depositing User: | yulia Chasanah |
Date Deposited: | 27 Sep 2022 08:38 |
Last Modified: | 27 Sep 2022 08:38 |
URI: | http://repository.ub.ac.id/id/eprint/195023 |
Text (DALAM MASA EMBARGO)
ANITA CAROLIN.pdf Restricted to Registered users only until 31 December 2024. Download (2MB) |
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