The impact of englishgame-based mobile application on students' reading achievement and learning motivation

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Abstract

This study is aimed at finding the impact of Englishgame-based Mobile Application (EBMA) on reading achievement and learning motivation of the students. It is an experimental research which uses test and questionnaire to gather the data. 119 samples (58 students of experimental group and 61 students of control group) are selected from eighth grade students of junior high school spread into urban and rural areas in the Jepara Municipality of Central Java Province under the Ministry of Education and Culture Indonesia. By using multivariate analysis of variance (Manova), it was found that the use of EBMA in learning could increase the students' achievement in reading. The students who used EBMA as a medium of learning had better achievement in reading than those who did not (71.12 > 65.52). Then, students' motivation in learning differed significantly after the implementation of EBMA. It was higher since the activities engaged and motivated them to learn. Therefore, it indicates that the use of EBMA have great impact on students' reading achievement and learning motivation.

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APA

Sofiana, N., & Mubarok, H. (2020). The impact of englishgame-based mobile application on students’ reading achievement and learning motivation. International Journal of Instruction, 13(3), 247–258. https://doi.org/10.29333/iji.2020.13317a

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