Teaching English through Gaming to Increase Students’ Speaking Skill at Junior High School

The purpose of this study is to determine how well SMP Muhammadiyah 06 DAU students' speaking abilities can be enhanced by using game as method. The students' speaking abilities improve as a result of these advancements. Prior to putting the activities into practice. Data from performance tests, student observations, and implementation discussions are analyzed using the qualitative technique. Student opinions about the use of gaming in English language learning, particularly speaking skills, are also processed. The outcome showed that using game content to improve students' speaking abilities is thought to be highly successful. The students' speaking abilities improve as a result of these advancements. Prior to putting the activities into practice, according to the observations, student activity increased from an average of 74,7% in cycle one and 82.2% in cycle two to 86.3% in cycle three. Additionally, speaking proficiency in the learning process increased from 75.7% in cycle I to 87.8% in cycle II to 93.8% in cycle III. It was stated that game method was an innovation in English language instruction that helped students relax and enjoy the process while also dispelling the myth that learning English is hard. Gaming is not only attract students' interest but is also able to maintain student activity in the learning process. The use of gaming in junior high schools has also been proven to make class time more efficient because the material delivered and targeted achievements can be achieved according to schedule. There is no doubt that it improves pupils' confidence, active engagement, and speaking fluency.

Authors

Institutions

Publication Details

Journal
Pubmedia Jurnal Pendidikan Bahasa Inggris
Published
2025-06-29
DOI
https://doi.org/10.47134/jpbi.v2i4.1795
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Teaching English through Gaming to Increase Students’ Speaking Skill at Junior High School

Ika Nuriyanti
Pubmedia Jurnal Pendidikan Bahasa Inggris
Educational Methods and Media Use
article

Teaching English through Gaming to Increase Students’ Speaking Skill at Junior High School

Ika Nuriyanti
article en

Abstract

The purpose of this study is to determine how well SMP Muhammadiyah 06 DAU students' speaking abilities can be enhanced by using game as method. The students' speaking abilities improve as a result of these advancements. Prior to putting the activities into practice. Data from performance tests, student observations, and implementation discussions are analyzed using the qualitative technique. Student opinions about the use of gaming in English language learning, particularly speaking skills, are also processed. The outcome showed that using game content to improve students' speaking abilities is thought to be highly successful. The students' speaking abilities improve as a result of these advancements. Prior to putting the activities into practice, according to the observations, student activity increased from an average of 74,7% in cycle one and 82.2% in cycle two to 86.3% in cycle three. Additionally, speaking proficiency in the learning process increased from 75.7% in cycle I to 87.8% in cycle II to 93.8% in cycle III. It was stated that game method was an innovation in English language instruction that helped students relax and enjoy the process while also dispelling the myth that learning English is hard. Gaming is not only attract students' interest but is also able to maintain student activity in the learning process. The use of gaming in junior high schools has also been proven to make class time more efficient because the material delivered and targeted achievements can be achieved according to schedule. There is no doubt that it improves pupils' confidence, active engagement, and speaking fluency.

Pubmedia Jurnal Pendidikan Bahasa InggrisVol. 2(4)
Universitas Islam Malang (ID)
Openalex Percentile: Top 78%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.