The Influence of The Digital Game Based Learning Model Towards Students’ Mastery of The Present Perfect Tense Material (A Quasi Experimental Research at The Ninth Grade Of MTsN 1 Kota Serang)

Nurjanah, Siti (2024) The Influence of The Digital Game Based Learning Model Towards Students’ Mastery of The Present Perfect Tense Material (A Quasi Experimental Research at The Ninth Grade Of MTsN 1 Kota Serang). Diploma atau S1 thesis, UIN Sultan Maulana Hasanuddin Banten.

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Abstrak

This research aims to determine the impact of Digital Game-Based Learning (DGBL) students' English learning achievement. Using quantitative method and used SPSS to analyze the data. This study involved two groups of students who were initially tested to assess their basic abilities, resulting in mean pre-test score of 60.00 for the DGBL group and 57.78 for the control class, indicating relatively balanced initial abilities. After implementing the respective learning interventions, the mean post-test score for the DGBL group increased to 86.67, while the control class obtained a score of 82.08. The results show that The Digital Game Based Learning model significantly improve students' mastery of the present perfect tense material.

Tipe Item/Data: Skripsi/Tesis/Disertasi (Diploma atau S1)
Kata Kunci (keywords): Technology, Student’s Mastery, Digital Game-Based Learning, Present Perfect Tense
Subjek: 400 Bahasa > 420 Bahasa Inggris & bahasa Inggris Kuno > 428 penggunaan bahasa Inggris Standard
Divisi: Fakultas Tarbiyah dan Keguruan > Tadris Bahasa Inggris
User Penyetor: S.S.I Fadhilah Nurinsani Hidayat
Tanggal Disetorkan: 01 Okt 2024 08:27
Perubahan Terakhir: 01 Okt 2024 08:27
URI: http://repository.uinbanten.ac.id/id/eprint/15369

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