TRIHARTATI, YAYUK SUSANA (2025) THE EFFECT OF GAME BASED LEARNING TOWARD STUDENT’S GRAMMAR UNDERSTANDING IN DIGITAL ERA (A Quasi-Experimental Research at 11th Grade SMAN 3 Bengkulu City in the Academic Year of 2024/2025). Undergraduate (S1) thesis, UIN Fatmawati Sukarno Bengkulu.
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Abstract
Although grammar is a crucial component of English language learning, many students still struggle with understanding tenses due to PBL, less engaging teaching methods. Previous studies have addressed grammar instruction generally, but limited research has focused on the use of game-based learning (GBL) in Indonesian high school contexts. This study aimed to determine whether there was a significant effect of using GBL on students’ grammar understanding at SMAN 3 Bengkulu City in the digital era. The research employed a quasi-experimental design with a pre-test and post-test approach. The participants were 11th-grade students in the 2024/2025 academic year. Purposive sampling was used to select two classes: XI H (experimental class, 32 students) and XI G (control class, 31 students). The instrument used was a grammar test covering simple present, simple past, and simple future tenses. Data were collected through pre-tests and post-tests. The experimental group received treatment through GBL using platforms such as Kahoot!, while the control group was taught using conventional methods. The data were analyzed using SPSS version 30, involving descriptive statistics, normality test, and an independent sample t-test. The t-test results showed a significance value of 0.000, indicating that the null hypothesis was rejected. This means GBL had a statistically significant effect on students’ grammar understanding. The interactive and student-centered nature of GBL helped improve engagement, motivation, and retention of grammar concepts. Therefore, it can be concluded that GBL is an effective and innovative strategy that significantly enhances grammar mastery and is recommended for wider implementation in language classrooms.
Item Type: | Thesis (Undergraduate (S1)) | ||||||||||||
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Uncontrolled Keywords: | Game-Based Learning, Grammar Understanding, Digital Era, Quasi- Experimental, Tenses | ||||||||||||
Subjects: | Tarbiyah dan Tadris > Tadris Bahasa Inggris | ||||||||||||
Divisions: | Fakultas Tarbiyah dan Tadris > Tadris Bahasa Inggris | ||||||||||||
Depositing User: | Yuliana Saputri | ||||||||||||
Date Deposited: | 18 Sep 2025 01:24 | ||||||||||||
Last Modified: | 18 Sep 2025 01:24 | ||||||||||||
URI: | http://repository.uinfasbengkulu.ac.id/id/eprint/5228 |
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