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The influence of playing digital game in distance learning towards students’ speaking skill

ELT Forum: Journal of English Language Teaching · Vol. 10 No. 3 (2021) · pp. 290–299

DOI
10.15294/elt.v10i3.48718
ISSN
2721-4532, 2252-6706
Published
2021-11-24
Publisher
English Department, Faculty of Languages and Arts, Universitas Negeri Semarang
Language
eng

Abstract

The lack of class interaction in distance learning makes students can not practice their speaking skill. In another case, the use of digital game have been familiar among students. This situation forces teacher to serve students with creative teaching-learning in the class. Novelty is on the specific game which was used in this research. The researcher experimented to apply digital games namely “Among Us” then investigated the impact on students’ speaking skill. This research aimed to answer the question, how were digital games become an alternative medium to learn English in the distance learning situation? Inherently, this research was a pre-experimental research method with a design of one shoot case study. The main data source in this research was based on students' assessments scores and students’ questionnaire scores then supported by other questionnaires and semi-structured interviews. The averages scores indicate that students were good in speaking skills overall, it could be known by the detailed results of the assessments that were pre-activity 2.64, during-activity 2.50, and post-activity 2.22. Moreover, the results of regression analysis indicated digital games influenced students' achievement and students' motivation. It can be known by the significance of Annova tables results that students’ achievement 0.022 < 0.05 and students motivation 0.000 < 0.05. The Researcher concluded that students were comfortable and more confident to learn and practice their speaking skill during playing the digital game. Finally, through giving correct treatment, digital game activity was possible to be an alternative way to learn English especially to practice speaking skill.

Collaboration network of the authors

40 authors · 84 co-authorship links · 12 across different organisations · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Yogyakarta State University
  • Webster University
  • National Research and Innovation Agency
  • University of Pembangunan Nasional Veteran Jawa Timur
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Heri RetnawatiYogyakarta State University5
Bayuk NusantaraYogyakarta State University2
Janu ArlinwibowoNational Research and Innovation Agency1
Sumaryanto SumaryantoYogyakarta State University1
Lantip Diat PrasojoYogyakarta State University1
Rimajon SotlikovaWebster University1
fajar paundraAffiliation unknown1
Puji BasukiAffiliation unknown1
Kuncoro DiharjoAffiliation unknown1
Muh. Asriadi AMAffiliation unknown1
Sugiarto SugiartoUniversity of Pembangunan Nasional Veteran Jawa Timur1
Soegiyanto SoegiyantoAffiliation unknown1
edumatica FKIPAffiliation unknown1
Faihatuz ZuhairohAffiliation unknown1
M. Rais RidwanAffiliation unknown1
Heru Arif PiantoAffiliation unknown1
Ahmad Nurcholis DwijonagoroAffiliation unknown1
Edi IstiyonoYogyakarta State University1
Untung Desy PurnamasariAffiliation unknown1
Salih OzerAffiliation unknown1
Kuntang WinangunAffiliation unknown1
Yoyok WinardiAffiliation unknown1
Nanang Suffiadi AkhmadAffiliation unknown1
Rizki Dwi ArdikaAffiliation unknown1
Rizki Nor AmeliaAffiliation unknown1
sukirno sukirnoAffiliation unknown1
Dian Normalitasari PurnamaAffiliation unknown1
Siti MaisarohAffiliation unknown1
Dedek AndrianAffiliation unknown1
Jailani JailaniAffiliation unknown1
Muhammad Rais RidwanAffiliation unknown1
Veronika Asri TandirerungAffiliation unknown1
Syahrina RamadinaAffiliation unknown1
Vivianti ViviantiAffiliation unknown1
Kustitik KustitikAffiliation unknown1
Ariyadi Chandra NugrahaAffiliation unknown1
Tri WulaningrumAffiliation 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.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/elt/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">The influence of playing digital game in distance learning towards students’ speaking skill</dc:title>
	<dc:creator>Wijanarko, Doni</dc:creator>
	<dc:creator>Hadi, Samsul</dc:creator>
	<dc:creator>Puspitasari, Indah</dc:creator>
	<dc:description xml:lang="en-US">The lack of class interaction in distance learning makes students can not practice their speaking skill. In another case, the use of digital game have been familiar among students. This situation forces teacher to serve students with creative teaching-learning in the class. Novelty is on the specific game which was used in this research. The researcher experimented to apply digital games namely “Among Us” then investigated the impact on students’ speaking skill. This research aimed to answer the question, how were digital games become an alternative medium to learn English in the distance learning situation? Inherently, this research was a pre-experimental research method with a design of one shoot case study. The main data source in this research was based on students' assessments scores and students’ questionnaire scores then supported by other questionnaires and semi-structured interviews. The averages scores indicate that students were good in speaking skills overall, it could be known by the detailed results of the assessments that were pre-activity 2.64, during-activity 2.50, and post-activity 2.22. Moreover, the results of regression analysis indicated digital games influenced students' achievement and students' motivation. It can be known by the significance of Annova tables results that students’ achievement 0.022 &amp;lt; 0.05 and students motivation 0.000 &amp;lt; 0.05.&amp;nbsp; The Researcher concluded that students were comfortable and more confident to learn and practice their speaking skill during playing the digital game. Finally, through giving correct treatment, digital game activity was possible to be an alternative way to learn English especially to practice speaking skill.</dc:description>
	<dc:publisher xml:lang="en-US">English Department, Faculty of Languages and Arts, Universitas Negeri Semarang</dc:publisher>
	<dc:date>2021-11-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/elt/article/view/48718</dc:identifier>
	<dc:identifier>10.15294/elt.v10i3.48718</dc:identifier>
	<dc:source xml:lang="en-US">ELT Forum: Journal of English Language Teaching; Vol 10 No 3 (2021): ELT Forum: Journal of English Language Teaching; 290-299</dc:source>
	<dc:source>2721-4532</dc:source>
	<dc:source>2252-6706</dc:source>
	<dc:source>10.15294/elt.v10i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/elt/article/view/48718/20341</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 Doni Wijanarko</dc:rights>
</oai_dc:dc>