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SKRIPSI THE EFFECTIVENESS OF GAME-BASED LEARNING THROUGH THE GAMESTOLEARNENGLISH.COM FOR TEACHING TENSES TO THE EIGHTH-GRADE STUDENTS IN MERDEKA CURRICULUM
English grammar, particularly the mastery of tenses, remains a major challenge for many EFL students in Indonesia. Despite the implementation of the Merdeka Curriculum, which emphasizes student-centered learning and the use of contextual texts, many students continue to struggle with tenses due to the limited use of engaging media. Observations at SMP Negeri 9 Magelang revealed that students often lacked focus and motivation when tenses were taught using only textbooks. To address this issue, this study explores the effectiveness of Gamestolearnenglish.com, a free-access digital game-based platform, in improving students' understanding of tenses, especially the Simple Present and Simple Past Tense. This research employed a quantitative approach using a quasi-experimental design with a non-equivalent control group. The population consisted of eighthgrade students at SMP Negeri 9 Magelang in the academic year 2024/2025. Two classes were selected as the sample through purposive sampling: Class A as the experimental class and Class C as the control class, with 32 students in each. The experimental class was chosen because they had the lowest average grammar scores. The experimental class received treatment using Gamestolearnenglish.com, while the control class continued using textbook-based instruction. Data were collected through pre-tests and post-tests to measure students’ tenses mastery, and the results were analyzed using the Mann-Whitney U test and N-Gain analysis. The findings showed that the experimental class had a greater improvement in tenses mastery, with an increase in average scores from 42.66 (pre-test) to 69.06 (post-test). Meanwhile, the control class improved from 48.91 to 61.09. The MannWhitney test produced a significance value of 0.005 (p < 0.05), indicating a statistically significant difference between the two groups. Furthermore, the N-Gain score for the experimental class was 0.4549, categorized as “Medium,†while the control class achieved only 0.2367, categorized as “Low.†These results indicate that Gamestolearnenglish.com was more effective in helping students understand and apply English tenses compared to conventional textbook methods.
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