INVESTIGATING THE EFFECT OF DIGITAL-GAME BASED LEARNING ON EFL STUDENT’S MOTIVATION

Anggi Nurul Latifah, Ratih Novita Sari

Abstract


Penelitian ini bertujuan untuk menyelidiki bagaimana DGBL “menggunakan aplikasi Quizizz” mempengaruhi motivasi siswa EFL dalam belajar bahasa Inggris dan mengidentifikasi persepsi siswa tentang metode pengajaran ini terhadap motivasi mereka. Penelitian ini menggunakan metode deskriptif kuantitatif yang dikombinasikan dengan desain kuasi-eksperimental. Instrumen dalam penelitian ini menggunakan kuesioner dengan skala likert 5 poin, mulai dari “sangat tidak setuju” hingga “sangat setuju”. Penelitian ini dilakukan selama satu semester di sebuah sekolah menengah atas negeri di Jakarta, dengan melibatkan sampel sebanyak 72 siswa kelas XI. Para siswa dibagi menjadi dua kelompok: 36 orang dalam kelompok kontrol yang menjalani metode pembelajaran tradisional, dan 36 siswa dalam kelompok eksperimen yang terlibat dengan platform Quizizz yang menggunakan pendekatan Digital Game-Based Learning (DGBL). Hasil kuesioner motivasi menunjukkan bahwa Digital Game-Based Learning (DGBL) meningkatkan motivasi siswa untuk belajar, baik dari perspektif intrinsik maupun ekstrinsik dengan skor rata-rata motivasi intrinsik (IM) siswa (M= 3,7-3,9), dan pada dimensi motivasi ekstrinsik (EM), respon siswa menunjukkan antusiasme yang lebih tinggi dengan kisaran (M= 4,0-4,4) dan kuesioner persepsi siswa terhadap DGBL cenderung positif. Kesimpulannya adalah siswa lebih termotivasi untuk belajar bahasa Inggris menggunakan metode DGBL dibandingkan dengan metode tradisional. Siswa tidak hanya tertarik dan dapat menerima, tetapi juga meningkatkan motivasi dan partisipasi selama proses pembelajaran, serta pembelajaran berbasis permainan.


Keywords


pembelajaran berbasis permainan digital; kuis; siswa EFL; motivasi siswa

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References


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DOI: https://doi.org/10.26877/jp3.v11i2.23784

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