Gamified Balinese Local Stories Effect As A Teaching Media Towards Young Learners’ Speaking Skill

  • Ningrum I
  • Nitiasih P
  • et al.
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Abstract

This study was aimed to find out the effect of gamified Balinese local stories as teaching media towards young learners’ speaking skills in English. Quasi-experimental with one group pretest-posttest design was implemented as the method of this research. All of the studentsof SD Negeri 4 Kaliuntu became the population of this study, while the sample was 38 fifth grade students in the academic year of 2019/2020. There were three instruments in this research that included gamified Balinese local stories as the treatment instrument, speaking test as the pretest-posttest instrument, and speaking rubric. Five dimensions of speaking skills were inserted in the speaking rubric. Pretest and posttest were given to the experimental group for six times repeatedly. After being treated, the average score of students’ posttests was higher (79.95) than the average score of pretests (69.97). Also, the result of the paired sample t-test revealed that the value of Sig (2-tailed) is .000 which implied that there was a significant effect of gamified Balinese local stories as teaching media towardsyoung learners’ speaking skills.

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APA

Ningrum, I., Nitiasih, P., & Budiarta, L. (2020). Gamified Balinese Local Stories Effect As A Teaching Media Towards Young Learners’ Speaking Skill. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 7(2), 86–95. https://doi.org/10.17977/um031v7i22020p086

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