Septianingsih, Puteri Anugrah (2023) Developing scribess (describe and guess): an android-based speaking board game application to teach descriptive texts for the seventh graders / Puteri Anugrah Septianingsih</p>. Masters thesis, Universitas Negeri Malang.
Full text not available from this repository.Abstract
In the Fourth Industrial Revolution (IR 4.0) acceleration and growth in the use of technology as digital transformation are inevitable. Besides in this era English has been the primary language of globalization. Millennials must master English well in order to be accepted into prestigious universities and employed in prominent and/or international companies. In relation to this speaking is regarded as one of the essential elements in learning English in this era as it helps us to communicate with people all across the world. However several problems in the literature including lack of vocabulary mastery limited grammar and pronunciation knowledge fear of unwelcomed reactions from others low self-esteem and feeling anxious to speak limited time as well as limited opportunities to practice their speaking performance were faced by EFL students in speaking. Among those problems lack of motivation and minor opportunity also became main problems confronted by the students in a private Islamic junior high school in Medan. Nevertheless those matters can be overcome through various strategies which proposed by previous researchers to make students involve in speaking. One of them is by using digital medium as it is beneficial to enhance students rsquo learning performance both inside as well as outside the classroom in this 4.0 era. Hence the purpose of this study is to develop a mobile board game as a supplementary medium for students in learning-speaking which can be utilized inside or outside the classroom. In developing this product eight processes adapted from Gall Gall and Borg (2003 570-571) such as gathering information analysing designing medium validating first revision try-out and revising final product were conducted. A closed-ended Likert scales was distributed to find out the students needs lacks and wants in learning speaking. Besides interviewing an English teacher was done in order to obtain deep information on the students rsquo needs to have deep information and to know the teachers rsquo expectations towards the developed product. The data obtained were subsequently analyzed as the foundation for developing the product. Thus the developed product was made referring to the needs analysis from the questionnaire and interview results. In the product development I involved one programmer to make the digitalization of the game. The product is an android-based board game as supplementary medium for learning speaking in descriptive text. Moreover this game is provided multi player features descriptive content categories and also pronunciation features. The pronunciation feature displayed common words related to describing something based on each category and demonstrates the correct pronunciation as well as phonetic transcription. Furthermore before implementing the product an expert validation was performed to evaluate the product s quality by using a validation form. The experts were one expert teacher one lecturer and one programmer. After receiving the feedbacks the revisions were made based on experts rsquo suggestions. Next the product was tested in a small-scale which consists of eighteen students in one meeting and one topic as the product rsquo s representative topic. During the implementation I observed the class and further made some notes to know class conditions. At the end of the field-testing students were requested to fill a perception questionnaire. Based on the questionnaire result it confirmed that students had positive attitude towards the developed game as it can encourage their motivations for having self-study beyond the class. Similarly the observation noted that students expressed their enthusiasm during playing the game. Another notable result from observation was that students faced some bugs while playing the game. Then the bugs were fixed in the revised final product. After revision the final product was in the form of .apk file to make the distribution of this final product easier through WhatsApp. In conclusion it was proved that this developed game is able to encourage students rsquo motivations in practicing their speaking skill either in class or beyond the class. Nevertheless some suggestions are proposed to the teachers and future researchers. Firstly I recommend that the English teachers implement the application as supplementary media to create fun atmosphere in the classroom and to provide the students with the same opportunity to practice their speaking performance. Secondly for the future researchers I advise that they fulfill the feature limitations contained in this product as well as limitation in this study (larger scale implementation).
Item Type: | Thesis (Masters) |
---|---|
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Sastra (FS) > Departemen Sastra Inggris (ING) > S2 Pendidikan Bahasa Inggris |
Depositing User: | library UM |
Date Deposited: | 26 Jun 2023 04:29 |
Last Modified: | 09 Sep 2023 03:00 |
URI: | http://repository.um.ac.id/id/eprint/322568 |
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