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Jurnal SINTA 4

Utilizing Digital Game Based Learning to Enhance English Grammar Mastery Learning for the Third Year Students

Al Lughawiyaat · Vol. 6 No. 2 (2025) · pp. 135–152

DOI
10.31332/alg.v6i2.11803
ISSN
2746-6035
Published
2025-07-31
Publisher
Institut Agama Islam Negeri Kendari

Abstract

This research aims to examine the effectiveness of Digital Game-Based Learning (DGBL) in improving the English grammar mastery of third-year students. The study also investigates student responses and engagement in the learning process. This research used a Classroom Action Research (CAR) design conducted in two cycles, involving 25 third-year students. The learning process utilized digital platforms such as Duolingo, Baamboozle, and Blooket as interactive grammar learning media. Data were collected through grammar tests, observation sheets, and field documentation. The results showed a significant improvement in students’ grammar mastery, with the average score increasing from 58.52% in Cycle I to 91.20% in Cycle II. In addition, students demonstrated very positive responses and increased engagement during the DGBL activities. The learning atmosphere became more dynamic, and students were more motivated to participate actively in class. The study concludes that Digital Game-Based Learning not only enhances grammar skills but also promotes positive attitudes and high engagement among students in a pesantren context.

Collaboration network of the authors

26 authors · 73 co-authorship links · 1 across different organisations

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  • Institut Agama Islam Negeri Parepare
  • Universitas Pendidikan Ganesha
  • STKIP Taman Siswa Bima
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Mujahidah MujahidahAffiliation unknown3
Arqam ArqamAffiliation unknown3
Magdahalena TjallaAffiliation unknown3
Muh YukirAffiliation unknown3
ZulfahAffiliation unknown3
Irawati .Affiliation unknown2
Zulfah FakhruddinAffiliation unknown2
Fika Nurul FadillahAffiliation unknown2
Ita FitriatiSTKIP Taman Siswa Bima1
Septya Novena Elwana PutriAffiliation unknown1
Made Davendracana Andarawata MpuhajiAffiliation unknown1
I Made Agus Oka GunawanAffiliation unknown1
Gede IndrawanUniversitas Pendidikan Ganesha1
Munawir MunawirInstitut Agama Islam Negeri Parepare1
Dian Riani SaidAffiliation unknown1
Rizqi Maulida MuchtarAffiliation unknown1
H. Ambo DalleAffiliation unknown1
Evi KarmilaAffiliation unknown1
Saepudin SaepudinAffiliation unknown1
Nika HerlindaAffiliation unknown1
Anda PouAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2746-6035/works, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Utilizing Digital Game Based Learning to Enhance English Grammar Mastery Learning for the Third Year Students</dc:title><dc:creator>Firdaus</dc:creator><dc:creator>Sunubi, Abdul Haris</dc:creator><dc:creator>Ambo Dalle</dc:creator><dc:creator>Arqam</dc:creator><dc:creator>Mujahidah</dc:creator><dc:description>&lt;jats:p&gt;This research aims to examine the effectiveness of Digital Game-Based Learning (DGBL) in improving the English grammar mastery of third-year students. The study also investigates student responses and engagement in the learning process. This research used a Classroom Action Research (CAR) design conducted in two cycles, involving 25 third-year students. The learning process utilized digital platforms such as Duolingo, Baamboozle, and Blooket as interactive grammar learning media. Data were collected through grammar tests, observation sheets, and field documentation. The results showed a significant improvement in students’ grammar mastery, with the average score increasing from 58.52% in Cycle I to 91.20% in Cycle II. In addition, students demonstrated very positive responses and increased engagement during the DGBL activities. The learning atmosphere became more dynamic, and students were more motivated to participate actively in class. The study concludes that Digital Game-Based Learning not only enhances grammar skills but also promotes positive attitudes and high engagement among students in a pesantren context.&lt;/jats:p&gt;</dc:description><dc:publisher>Institut Agama Islam Negeri Kendari</dc:publisher><dc:date>2025-07-31</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.31332/alg.v6i2.11803</dc:identifier><dc:identifier>10.31332/alg.v6i2.11803</dc:identifier><dc:source>AL LUGHAWIYAAT; Vol 6 No 2 (2025); 135-152</dc:source><dc:source>2746-6035</dc:source><dc:relation>https://ejournal.iainkendari.ac.id/index.php/allughawiyaat/article/download/11803/3606</dc:relation></oai_dc:dc>