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Data · dataset · 2017

ANDROID BASED EDUCATIONAL GAME IN INDONESIAN TEYL

Listed in DataCite

This study aims to describe the effectiveness of Android based educational game to improve young learners’ ability in learning English vocabulary.

Description

The fourth graders of primary school were pointed as the subjects of this research. Pre-experimental design was applied by using (pre- and post-) test as the main instrument.

Based on the statistical analysis of the data, the results show that the use of educational game from Android (App Inventor) improved the students’ English competence in learning vocabulary. The students get in-depth understanding about the topic of animal identified from the better score in post test. Furthermore, the game greatly encourages the students in giving active participation during the classroom activities.

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Topics

Stated by source
Languages and literature
Inferred from text
Language studies 72%
Provenance · 1 source records, 10 field assertions
SourceKeyLast seenRaw
DataCite10.6084/m9.figshare.4559218.v214 d agoJSON v1
FieldAssertionExtractorEvidence
access_levelsource · DataCiteconnector:datacite@1.0.0/data/attributes/rightsList
byte_sizesource · DataCiteconnector:datacite@1.0.0
concepts[field].anzsrc:group:4703enrichment · DataCitetaxonomy-embedding@1.1.0title+keywords+description (72%)
concepts[field].fos:languages-and-literaturesource · DataCiteconnector:datacite@1.0.0
created_datesource · DataCiteconnector:datacite@1.0.0
descriptionsource · DataCiteconnector:datacite@1.0.0/data/attributes/descriptions
licensesource · DataCiteconnector:datacite@1.0.0/data/attributes/rightsList
publication_datesource · DataCiteconnector:datacite@1.0.0/data/attributes/dates
titlesource · DataCiteconnector:datacite@1.0.0/data/attributes/titles/0/title
updated_datesource · DataCiteconnector:datacite@1.0.0