UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :Article
Subject :LB Theory and practice of education
Main Author :Panimalar Loganathan
Additional Authors :
  • Ilangkumaran Sivanadhan
Title :Improving the understanding of marabu thodar among lower secondary school students using genially digital game-based approach
Hits :11
Place of Production :Tanjong Malim
Publisher :Fakulti Bahasa dan Komunikasi
Year of Publication :2024
Corporate Name :Perpustakaan Tuanku Bainun
PDF Full Text :You have no permission to view this item.

Abstract : Perpustakaan Tuanku Bainun
Abstract: This study was conducted to determine the effectiveness of digital game-based learning through the Genially platform to improve the understanding of Marabu Thodar comprehension among lower secondary school students. Marabu Thodar is a type of idiomatic expression that is also hard to understand by many lower secondary school students. This challenge occurs due to the traditional teaching method which is not engaging the students. Therefore, Genially the digital game-based platform that uses gamfication and visuals to create engaging effective learning of Marabu Thodar among lower secondary school students. The method applied in this study is mixed method. The data collected in pre and post test are quantitative. It was analysze with to get conclusion with the qualitative feedback from students. Findings shows that students exposed to the digital game-based approach like Genially significantly improved their comprehension of "Marabu Thodar". This approach reported higher motivation and interest in the subject matter. The results highlight the potential of digital game-based learning tools to improve the language education, demonstrating their ability to improves understanding and classroom engagement. Keywords: Marabu Thodar, Genially, digital game-based learning, lower secondary school

References

Castillo-Cuesta, L. (2022). Using genially games for enhancing EFL reading and writing skills in online education. International Journal of Learning, Teaching and Educational Research, 21(1), 340-354.

Saputri, D. M. A., Widodo, J. P., & Wibowo, S. (2024). The Effect Of Genially Website-Based Gamification Media On History Learning Motivation. Santhet (Jurnal Sejarah Pendidikan Dan Humaniora), 8(2), 1320-1326.

CasaƱ-Pitarch, R. (2018). An approach to digital game-based learning: Video-games principles and applications in foreign language learning. Journal of Language Teaching and Research (Online), 9(6), 1147-1159.

Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904.

Ghani, M. T. A., & Daud, W. A. A. W. (2023). The impact of digital game-based learning towards Arabic language communication. Jurnal Komunikasi: Malaysian Journal of Communication.

Pivec, P. (2009). Game-based learning or game-based teaching. British Educational Communications and Technology Agency (BECTA), corp creator.

Arumugum, L., Thamburaj, K. P., & Ramasamy, S. (2023). Teaching Thirukkural using Memes to Malaysian Tamil Secondary School Students. Journal of Valartamil, 4(2), 36-42.

Ponniah, Kartheges, et al. "The impact of hybrid learning in educating Tamil educator and learner relationship." International Journal of Advanced and Applied Sciences 10 (2023): 102-107.


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to search page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.