Analysis Of Educational Game Use In Improving Students' English Proficiency And Learning Motivation

Oktavianus, Bryan (2026) Analysis Of Educational Game Use In Improving Students' English Proficiency And Learning Motivation. Undergraduate thesis, Universitas Katolik Musi Charitas.

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Abstract

This study examines how educational games can improve students’ English language skills and motivation to learn. The study was conducted at a private junior high school in Palembang and involved fifty-eight at eighth graders selected through convenience sampling that had experience using educational games such as Quizizz, Duolingo, and Roblox during English classes. A descriptive qualitative research design was used, combining questionnaires and interviews to collect data from students and their teacher. Data were analyzed using Miles, Huberman and Saldana descriptive qualitative analysis framework which consists of four main stages: data collection, data condensation, data display, and conclusion drawing. The findings indicate that educational games have a positive impact on students’ English proficiency by improving their vocabulary, grammar, and communication skills. In addition, these games boost student motivation by creating a more interactive, enjoyable, and engaging learning environment. This study concludes that educational games are an effective teaching tool that not only supports the development of English proficiency but also fosters greater motivation to learn, making them a valuable resource for English language instruction in junior high school

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Analysis, Educational Games, Language Proficiency, Learning Motivation
Subjects: L Education > LB Theory and practice of education
Divisions: Theses - S1 > English Education Study Program
Depositing User: Bryan Oktavianus
Date Deposited: 24 Sep 2026 07:46
Last Modified: 24 Sep 2026 07:46
URI: http://eprints.ukmc.ac.id/id/eprint/16756

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