Improving Students' Comprehension of Narrative Texts Through Educaplay Games
DOI:
https://doi.org/10.26740/rt.v14i01.74172Keywords:
Educaplay, Reading Comprehension, Narrative TextsAbstract
This quantitative study used a pre-experimental design to test the improvement in students' understanding of narrative texts in English language learning through the use of Educaplay web-based learning media. Thirty-four eleventh-grade students from a private high school who took English classes were the subjects of this study. In this study, the researcher used multiple-choice tests administered in the form of pre-tests and post-tests as research instruments. To determine whether there was a difference in scores before and after the treatment, the researcher used a paired sample t-test. After that, the researcher measured the strength of the treatment effect using Cohen's d, and the results obtained showed a significant increase and difference in students' understanding of narrative texts after the treatment was given. The results of the analysis showed a significant difference in students' understanding of narrative texts, as indicated by a p-value < 0.001. In addition, a Cohen's d value of 1.6 indicates a strong effect. The findings of this study prove that Educaplay is an effective digital tool for improving students' understanding of narrative texts in English language learning.
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References
Ayuningrum, D. (2024). The effectiveness of using Educaplay-based teaching media for teaching vocabulary of the tenthgrade students in SMA2 Bae Kudus, 5(2), 48–59. https://doi.org/10.26714/aree.2.2.2024.83-88
Brown, H. D., & Abeywickrama, P. (2018). Language assessment: Principles and classroom practices (3rd ed.). Pearson Education.
Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson Education.
Erlidawati, E. (2023). Students’ topic interest in learning reading comprehension. Pedagogika: Jurnal Ilmu-Ilmu Kependidikan, 3(1), 97–102. https://doi.org/10.57251/ped.v3i1.984
Fahdilla, Harahap, A. N., Sulistia, N., Sy, T. Z. M., Asty, R., Deswinta, R., & Putra, S. K. (2023). Improving the students’ reading skills by using games at MTS Negeri 1 Deli Serdang. EJI (English Journal of Indragiri): Studies in Education, Literature, and Linguistics, 7(2), 335–342. https://doi.org/10.32520/eji.v7i2.2401
Gabrito, R. C., Ibañez, R. Y., & Velza, J. F. P. (2023). Impact of online gaming on the academic performance of debesmscat: Cawayan campus students. November. https://doi.org/10.15294/sji.v10i4.45007
Julaiha, S., Syahputri, D., & Prihatini, S. (2022). The effect of picture as media to the students’ achievement in vocabulary. Excellence: Journal of English and English Education, 2(1), 21–25. https://doi.org/10.35529/JLLTE.V2I2
Julita, R. (2023). The impact of gamification on EFL students’ reading comprehension. Journal of English as a Foreign Language Education, 4(2), 136. Retrieved from https://doi.org/10.26418/jefle.v4i2.74901
Maljur, T. (2024). Too much screen time? Perception and actual smartphone usage, gender differences and academic success. Life and School. https://doi.org/10.32903/zs.68.1-2.4
Mukni’ah, M., Mudrikah, M., & Presbianti, Y. R. (2025). The development of game-based learning media by using educaplay to increase student motivation and participation. Research and Development in Education (RaDEn), 5(1), 273–288. https://doi.org/10.22219/raden.v5i1.38809
Mykytka, I., Coloma Penate, P., Schuette, K., Soto Valero, J., & Nowak, K. (2022). Integrating technology into ESP instruction: a case study with Educaplay. Rosana Satorre Cuerda, 284–293. http://hdl.handle.net/10045/128801
Nabila Rahma Sari, R., Rofi’ah, S., & Atul Makrifah, I. (2023). Development Wordwall media to teach reading skill in recount text material at MA Ma’arif Udanawu: English. Journal of English Development, 3(01), 65–75. https://doi.org/10.32585/ijelle.v4i2.2935
Priyaadharshini, M., Dakshina, R., & Sandhya, S. (2020). Learning analytics: Game-based learning for programming course in higher education. Procedia Computer Science, 172, 468–472. https://doi.org/10.1016/j.procs.2020.05.143
Surachmi W, S., & Sison, K. J. (2021). Educaplay as teaching media in virtual classes. Bogor English Student and Teacher (BEST) Conference, 3, 1–6. http://pkm.uika-bogor.ac.id/index.php/best/article/view/1110
Vargas-Saritama, A., & Espinoza-Celi, V. (2024). Educaplay as a tool to potentiate English vocabulary retention and learning. European Public & Social Innovation Review, 9, 01–16. https://doi.org/10.31637/epsir-2024-614
Ayuningrum, D. (2024). The effectiveness of using Educaplay-based teaching media for teaching vocabulary of the tenthgrade students in SMA2 Bae Kudus, 5(2), 48–59. https://doi.org/10.26714/aree.2.2.2024.83-88
Brown, H. D., & Abeywickrama, P. (2018). Language assessment: Principles and classroom practices (3rd ed.). Pearson Education.
Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson Education.
Erlidawati, E. (2023). Students’ topic interest in learning reading comprehension. Pedagogika: Jurnal Ilmu-Ilmu Kependidikan, 3(1), 97–102. https://doi.org/10.57251/ped.v3i1.984
Fahdilla, Harahap, A. N., Sulistia, N., Sy, T. Z. M., Asty, R., Deswinta, R., & Putra, S. K. (2023). Improving the students’ reading skills by using games at MTS Negeri 1 Deli Serdang. EJI (English Journal of Indragiri): Studies in Education, Literature, and Linguistics, 7(2), 335–342. https://doi.org/10.32520/eji.v7i2.2401
Gabrito, R. C., Ibañez, R. Y., & Velza, J. F. P. (2023). Impact of online gaming on the academic performance of debesmscat: Cawayan campus students. November. https://doi.org/10.15294/sji.v10i4.45007
Julaiha, S., Syahputri, D., & Prihatini, S. (2022). The effect of picture as media to the students’ achievement in vocabulary. Excellence: Journal of English and English Education, 2(1), 21–25. https://doi.org/10.35529/JLLTE.V2I2
Julita, R. (2023). The impact of gamification on EFL students’ reading comprehension. Journal of English as a Foreign Language Education, 4(2), 136. Retrieved from https://doi.org/10.26418/jefle.v4i2.74901
Maljur, T. (2024). Too much screen time? Perception and actual smartphone usage, gender differences and academic success. Life and School. https://doi.org/10.32903/zs.68.1-2.4
Mukni’ah, M., Mudrikah, M., & Presbianti, Y. R. (2025). The development of game-based learning media by using educaplay to increase student motivation and participation. Research and Development in Education (RaDEn), 5(1), 273–288. https://doi.org/10.22219/raden.v5i1.38809
Mykytka, I., Coloma Penate, P., Schuette, K., Soto Valero, J., & Nowak, K. (2022). Integrating technology into ESP instruction: a case study with Educaplay. Rosana Satorre Cuerda, 284–293. http://hdl.handle.net/10045/128801
Nabila Rahma Sari, R., Rofi’ah, S., & Atul Makrifah, I. (2023). Development Wordwall media to teach reading skill in recount text material at MA Ma’arif Udanawu: English. Journal of English Development, 3(01), 65–75. https://doi.org/10.32585/ijelle.v4i2.2935
Priyaadharshini, M., Dakshina, R., & Sandhya, S. (2020). Learning analytics: Game-based learning for programming course in higher education. Procedia Computer Science, 172, 468–472. https://doi.org/10.1016/j.procs.2020.05.143
Surachmi W, S., & Sison, K. J. (2021). Educaplay as teaching media in virtual classes. Bogor English Student and Teacher (BEST) Conference, 3, 1–6. http://pkm.uika-bogor.ac.id/index.php/best/article/view/1110
Vargas-Saritama, A., & Espinoza-Celi, V. (2024). Educaplay as a tool to potentiate English vocabulary retention and learning. European Public & Social Innovation Review, 9, 01–16. https://doi.org/10.31637/epsir-2024-614
Yuvirawan, M. F., Listia, R., Amelia, R., & Lambung Mangkurat University. (2021). Students’ problems in reading narrative text. Advances in Social Science, Education and Humanities Research, 525, 95. https://doi.org/10.2991/assehr.k.210222.013
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