Kresna Social Science and Humanities Research
Full Lenght Article
Using English Minecraft module to enhance university students‘ motivation in learning English
Abstract
This study aimed to investigate the use of English Minecraft module in enhancing Malaysian university students’ motivation towards their English learning. To achieve this aim, the researchers employed a 25-item questionnaire which was given to 50 university students who were studying English at Universiti Malaysia Kelantan, Malaysia. Different statistical procedures such as means, frequency and t-test were used in analyzing the collected data. The finding suggested that the students agreed that the Minecraft module plays a big role on enhancing their motivation towards learning English. The students also pointed out that the use of Minecraft was not only fun but also improve their skills in terms of problem solving, creative and critical thinking as well as working in a group. In the light of these findings, the researchers suggested the use of games module such as Minecraft in teaching language learners as it is not only able to promote students’ motivation to learn the language but also sharpen students’ soft skills that will be significant for their learning in particular, and life at large.
Keywords
Declarations
Conflict of Interest Statement
The author (s) declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
References
[2] Carenys J, Moya S, Perramon J. Is it worth it to consider video games in accounting education? A comparison of a simulation and a video game in attributes, motivation and learning outcomes. Rev.de Contab. 2016; 20(2): 118-130.
[3] Crookal D. Simulation, gaming, and language learning. Newbury House;1990.
[4] Danby S, Evaldsson AC, Melander H, Aarsand P. (2018). Situated collaboration and problem solving in young children's digital gameplay. Br. J. Educ. Technol.2018;49(5): 959-972.
[5] Garskof J. The ready-for-anything mind. Scholastic Parent & Child. 2014; 62-66.
[6] Gros B. Digital games in education. JRTE.2007;40(1), 23-38.
[7] Hanus MD, Fox J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. COMPUT EDUC. 2015;80: 152-161.
[8] Hausrath Z. (2012). Minecraft. TESL-EJ. 2012; 15(4): 1-10.
[9] Kaneko K, Saito Y, Nohara Y, Kudo E, Yamada M. Does physical activity enhance learning performance?: Learning effectiveness of game-based experiential learning for university library instruction. J. Acad. Librariansh. 2018;44(5), 569-58.
[10] Keller JM. Strategies for stimulating the motivation to learn. Performance & Instruction. 1987;26(8), 1-7.
[11] Lepper MR. Motivational considerations in the study of instruction. Cogn Instr. 1988;5(4), 289-309.
[12] Marcon NM. Exploring minecraft as a pedagogical tool to motivate and enhance girls' literacy practices in the secondary English classroom. Monash University. Thesis;2017.
[13] Pivec M. Play and learn: Potentials of game‐based learning. Br. J. Educ.2007;38(3), 387-393.
[14] Tohidi H, Jabbari MM. The effects of motivation in education. Procedia Soc Behav Sci.2012;31,820-824.
[15] Uusi-Makela M. (2015). Learning English in Minecraft: A case study on Language Competences and Classroom Practices.Master’s thesis;2015.
Bibliographic Information
-
Submitted
23 November 2020 -
Revised
18 October 2021 -
Published
28 January 2021