Developing English Board Game to Improve Students’ Speaking Skill

This research develops an English board game to improve students’ speaking skills. The aims of this research are 1) to find out the need for analysis of English board games, 2) to investigate their practicality, 3) to evaluate their feasibility, and 4) to examine their effectiveness. This research employed the ADDIE method, beginning with analysis, which revealed that students faced challenges in speaking skills due to conventional learning media. Then, the design phase focused on creating the media tailored to the student’s preferences and learning requirements; the development phase involved incorporating elements that would facilitate speaking practice, and the implementation phase provided the game in real-time. It facilitated speaking practice, and finally, the effectiveness phase was assessed using a T-test. Data was collected through observation, interviews, and questionnaires. These results suggest a significant improvement in students’ speaking skills through the use of innovative and engaging media. Further studies should focus on integrating online platforms and adapting the English board game to different levels of English proficiency.

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Publication Details

Journal
JEELS (Journal of English Education and Linguistics Studies)
Published
2025-05-09
DOI
https://doi.org/10.30762/jeels.v12i1.4907
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Developing English Board Game to Improve Students’ Speaking Skill

Husni Mubarok, Indah Nuraini
JEELS (Journal of English Education and Linguistics Studies)
Educational Methods and Media Use
article

Developing English Board Game to Improve Students’ Speaking Skill

Husni Mubarok, Indah Nuraini
article en

Abstract

This research develops an English board game to improve students’ speaking skills. The aims of this research are 1) to find out the need for analysis of English board games, 2) to investigate their practicality, 3) to evaluate their feasibility, and 4) to examine their effectiveness. This research employed the ADDIE method, beginning with analysis, which revealed that students faced challenges in speaking skills due to conventional learning media. Then, the design phase focused on creating the media tailored to the student’s preferences and learning requirements; the development phase involved incorporating elements that would facilitate speaking practice, and the implementation phase provided the game in real-time. It facilitated speaking practice, and finally, the effectiveness phase was assessed using a T-test. Data was collected through observation, interviews, and questionnaires. These results suggest a significant improvement in students’ speaking skills through the use of innovative and engaging media. Further studies should focus on integrating online platforms and adapting the English board game to different levels of English proficiency.

JEELS (Journal of English Education and Linguistics Studies)Vol. 12(1)
Universitas Nahdlatul Ulama Indonesia (ID)
Openalex Percentile: Top 87%
Educational Methods and Media Use
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