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Developing a Game Model “Mysterious Card” to increase Students’ Motivation in Learning English Rismawati; Muhammad; Suryati; Dewi
Proceedings of the International Conference on Literacy and Education Vol 1 No 1 (2020): Proceedings of the 1st International Conference on Literacy and Education
Publisher : Program Studi Pendidikan Bahasa Inggris IKIP PGRI Pontianak

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Abstract

Learning English is difficult for some elementary school students. Games can be used to develop students’ interest in learning English. This research will used a game namely mysterious card. The game combines snake and ladder games and flashcard. The object of this research was the fifth-grade students of an Islamic Elementary School in Mempawah. The method used was Research and Development (R&D). The data was collected using a questionnaire and interview, then it was analyzed quantitatively and qualitatively. The research result shows that the application of the mysterious card game model to the fifth-grade students of Islamic Elementary School is suitable in creating the English learning in a fun way in the class. Thus, the game model was also able to be used in increasing student’s motivation in learning English.