Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar

This classroom action research aims to enhance the grammar mastery of Grade 8 students at SMPN 3 Sutojayan through the implementation of the Android-based game "Climbing Castle." The study was conducted over a cycle, consisting of planning, action, observation, and reflection phases. Data were collected using tests, observations, and interviews to evaluate students' progress and engagement. The results indicate a significant improvement in students' grammar mastery, with increased motivation and participation in learning activities. The increasing opf Students’ motivation affect the students’s score in learning grammar by 42%. The interactive and engaging nature of the "Climbing Castle" game proved to be an effective tool in creating a conducive learning environment, thus facilitating better grammar comprehension among students. This research highlights the potential of educational games in enhancing language learning outcomes and suggests further exploration into integrating technology-based methods into the curriculum. Further research is needed to investigate the effectiveness of Android Based game, Climbing Castle, in different contexts and with different groups of students.

Authors

Publication Details

Journal
JOSAR (Journal of Students Academic Research)
Published
2024-10-09
DOI
https://doi.org/10.35457/josar.v9i2.3940
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar

Nita Sutanti, Bahrul Ulum, Yeni Farinawati
JOSAR (Journal of Students Academic Research)
Educational Methods and Media Use
article

Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar

Nita Sutanti, Bahrul Ulum, Yeni Farinawati
article en

Abstract

This classroom action research aims to enhance the grammar mastery of Grade 8 students at SMPN 3 Sutojayan through the implementation of the Android-based game "Climbing Castle." The study was conducted over a cycle, consisting of planning, action, observation, and reflection phases. Data were collected using tests, observations, and interviews to evaluate students' progress and engagement. The results indicate a significant improvement in students' grammar mastery, with increased motivation and participation in learning activities. The increasing opf Students’ motivation affect the students’s score in learning grammar by 42%. The interactive and engaging nature of the "Climbing Castle" game proved to be an effective tool in creating a conducive learning environment, thus facilitating better grammar comprehension among students. This research highlights the potential of educational games in enhancing language learning outcomes and suggests further exploration into integrating technology-based methods into the curriculum. Further research is needed to investigate the effectiveness of Android Based game, Climbing Castle, in different contexts and with different groups of students.

JOSAR (Journal of Students Academic Research)Vol. 9(2)
Openalex Percentile: Top 51%
Educational Methods and Media Use
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Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar — Nita Sutanti, Bahrul Ulum, et al. · JOSAR (Journal of Students Academic Research) (2024) | TGRS Research Map | TGRS