Students’ Perspectives on the Implementation of Clash of Champions Game in English Subject at STIKes Bina Cipta Husada Purwokerto
DOI:
https://doi.org/10.59653/jemls.v3i01.1414Keywords:
Students' perspective, Clash of Champions, GameAbstract
This research intended to find out students’ perspectives on the implementation of the "Clash of Champions" game in English subject at STIKes Bina Cipta Husada Purwokerto. This research was qualitative. This research was conducted on Applied Medical Laboratory Technology students of STIKes Bina Cipta Husada Purwokerto. Seven students from that study program were the subjects of this research. An open-ended questionnaire and naturalistic observation were conducted to collect the data. Then, the data was analyzed using three steps: data reduction, data display, and conclusion drawing. The result obtained that students agreed that the game gave them new experiences, glad feelings, challenge, to understand the material well, and establish solidarity among themselves. The students also can master the material well proven by the existence of a question and answer session between researchers and students at the end of the learning activity about the material given. All students can understand and apply it in everyday life. This can also answer the questions from this research.
Downloads
References
Dilbar I., Kamola S. (2021). Teaching English methods //Thematics Journal of Education. – Т. 7. – №. 5.
Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159. https://doi.org/10.1111/bjet.12977
Esanova M. (2022). Improving the quality of foreign language teaching in higher education. Eurasian Journal of Academic Research. – Т. 2. – №. 3. – С. 333-337.
Han, A., Zhou, X., Cai, Z., Han, S., Ko, R., Corrigan, S., & Peppler, K. (2024). Teachers, Parents, and Students’ Perspectives on Integrating Generative AI into Elementary Literacy Education. Conference on Human Factors in Computing Systems - Proceedings. https://doi.org/10.1145/3613904.3642438
HASHEMİ, A. (2021). The effects of using games on teaching vocabulary in reading comprehension: a case of gifted students. Journal for the Education of Gifted Young Scientists, 9(2), 151–160. https://doi.org/10.17478/jegys.846480
Hoa, T. M., & Trang, T. T. T. (2020). Effect of the Interactive Whiteboard on Vocabulary Achievement, Vocabulary Retention and Learning Attitudes. Anatolian Journal of Education, 5(2), 173–186. https://doi.org/10.29333/aje.2020.5215a
Ijtiha, H. (2024). Menguak Strategi Ruangguru di Balik Kesuksesan Clash of Champions. Retrieved from website: https://rlagency.id/artikel/menguak-strategi-ruangguru-di-balik-kesuksesan-clash-of-champions/
Lee, J. S., and Drajati, N. A. (2020). Willingness to communicate in digital and non-digital EFL contexts: scale development and psychometric testing. Comput. Assis. Lang. Learn. 33, 688–707. doi: 10.1080/09588221.2019.1588330
Liu, F., Vadivel, B., Rezvani, E., & Namaziandost, E. (2021). Using Games to Promote English as a Foreign Language Learners’ Willingness to Communicate: Potential Effects and Teachers’ Attitude in Focus. Frontiers in Psychology, 12(October), 1–10. https://doi.org/10.3389/fpsyg.2021.762447
Makhmudova S.A. (2021). Principles and methods of assessment, International journal of discourse on innovation, integration and education. 13.01.2021, pages 46-48
Nazokatxon, O. (2023). Ta ’ limning zamonaviy transformatsiyasi Ta ’ limning zamonaviy transformatsiyasi. may 2024, 689–697.
Orfan, S. N. (2020). Afghan undergraduate students’ attitudes towards learning English. Cogent Arts and Humanities, 7(1). https://doi.org/10.1080/23311983.2020.1723831
Rasti-Behbahani, A., & Shahbazi, M. (2020). Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning, 0(0), 1–25. https://doi.org/10.1080/09588221.2020.1846567
Rolletschek, H. (2020). The Effects of Odor on Vocabulary Learning. Language Teaching Research Quarterly, 18, 21–39. https://doi.org/10.32038/ltrq.2020.18.02
Saleh, A. M., & Ahmed Althaqafi, A. S. (2022). The Effect of Using Educational Games as a Tool in Teaching English Vocabulary to Arab Young Children: A Quasi-Experimental Study in a Kindergarten School in Saudi Arabia. SAGE Open, 12(1). https://doi.org/10.1177/21582440221079806
Universitas Muhammadiyah Sidoarjo. (2024). Dari Clash of Champions, Ini 8 Poin yang Bisa Ditiru. Retrieved from website: https://umsida.ac.id/dari-clash-of-champions-ini-8-poin-yang-bisa-ditiru.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Nisrina Nurhaliza

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).