The Effectiveness of Using Digital Game towards Students’ Academic Achievement in Small and Large Classes: A Comparative Research

Saprudin Saprudin, Liliasari Liliasari, Andhy Setiawan, Ary Setijadi Prihatmanto

Abstract


The reduced engagement of students in large classes is one concern that may have an impact on the low level of students' academic achievement. The use of a digital game is one proven teaching media that increase students’ engagement in learning. This research seeks to compare the effectiveness of using digital games towards students' academic achievement in small and large classes. This quasi-experimental research uses a pretest-posttest nonequivalent multiple group design involving 58 pre-service physics teachers in two classes, namely small class and large class. Both classes use the same digital game application to study the nature of light. Data were collected through a paper and pencil test consisting of multiple-choice questions. The result showed that the use of a digital game could increase students' academic achievement. The students’ game score achievement and the increase in academic achievement were positively correlated. The use of a digital game in large classes can significantly increase students' academic achievement compared to small classes.

https://doi.org/10.26803/ijlter.18.12.12


Keywords


Digital Game; Class sizes; Engagement; Academic Achievement

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References


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