Javascript must be enabled to continue!
THE USE OF GAME IN INCREASING STUDENTS’ LEARNING MOTIVATION
View through CrossRef
This research was aimed to find out the students’ view of game in increasing their learning motivation. This research is descriptive research that was conducted in Polytechnic of Tonggak Equator in July-September 2021. The researcher chose 40 students of the fifth semester students of English for Business and Professional Communication as the respondents. Based on the questionnaire, it can be known the students’ view about game are 65% respondents agree that games motivate students in learning a language, 65% respondents agree that games are useful tools be applied in vocabulary classes, 70% respondents agree that games are effective tools be applied in vocabulary classes, 52,5% respondents agree that games make learning vocabulary become more interesting, 60% respondents strongly agree that games make learning vocabulary become more enjoyable, 47,5% respondents agree that games can reduce the students’ anxiety, 62,5% respondents agree that games can increase the students’ positive feeling, 37,5% respondents strongly agree that games improve self-confidence because students do not afraid of punishment or criticism while practicing the target language freely, 70 % respondents strongly agree that game is a useful tool in improving vocabulary acquisition in natural way, 67,5% respondents strongly agree that games can create fun atmosphere in the classroom.
Title: THE USE OF GAME IN INCREASING STUDENTS’ LEARNING MOTIVATION
Description:
This research was aimed to find out the students’ view of game in increasing their learning motivation.
This research is descriptive research that was conducted in Polytechnic of Tonggak Equator in July-September 2021.
The researcher chose 40 students of the fifth semester students of English for Business and Professional Communication as the respondents.
Based on the questionnaire, it can be known the students’ view about game are 65% respondents agree that games motivate students in learning a language, 65% respondents agree that games are useful tools be applied in vocabulary classes, 70% respondents agree that games are effective tools be applied in vocabulary classes, 52,5% respondents agree that games make learning vocabulary become more interesting, 60% respondents strongly agree that games make learning vocabulary become more enjoyable, 47,5% respondents agree that games can reduce the students’ anxiety, 62,5% respondents agree that games can increase the students’ positive feeling, 37,5% respondents strongly agree that games improve self-confidence because students do not afraid of punishment or criticism while practicing the target language freely, 70 % respondents strongly agree that game is a useful tool in improving vocabulary acquisition in natural way, 67,5% respondents strongly agree that games can create fun atmosphere in the classroom.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Teaching and Engaging International Students
Teaching and Engaging International Students
International student mobility has been increasingly subject to turbulences in politics, culture, economics, natural disasters, and public health. The new deca...
IDENTIFYING BARRIERS IN E – LEARNING, A MEDICAL STUDENT’S PERSPECTIVE
IDENTIFYING BARRIERS IN E – LEARNING, A MEDICAL STUDENT’S PERSPECTIVE
Objective:
To recognize the barriers in different modes of e learning, from the medical student’s perspective during the period of Covid 19 pandemic.
Study Desi...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Lebanese students’ motivation in medical school: does it change throughout the years? A cross-sectional study
Lebanese students’ motivation in medical school: does it change throughout the years? A cross-sectional study
Abstract
Background
Students entering medical school are driven by different types of motivation: autonomous motivation, controlled motivation, or a...
Initial Experience with Pediatrics Online Learning for Nonclinical Medical Students During the COVID-19 Pandemic
Initial Experience with Pediatrics Online Learning for Nonclinical Medical Students During the COVID-19 Pandemic
Abstract
Background: To minimize the risk of infection during the COVID-19 pandemic, the learning mode of universities in China has been adjusted, and the online learning o...
ISSUES OF STUDENTS MOTIVATION IN FOREIGN LANGUAGE CLASSES
ISSUES OF STUDENTS MOTIVATION IN FOREIGN LANGUAGE CLASSES
Motivation of students plays one of the most important roles in the effective study of a foreign language. If he is not motivated, the student is inattentive in class, does not do ...
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
<p>Mastery of English vocabulary is crucial for high school students' communication skills and academic success. However, some students in Indonesia face challenges in master...

