Bismillahirrohmanirrahiim.. Hello my beloved reader, now i would like to share the review about english mehod based on journal. Only one journal that i have read, but i hope my review can be usefull to you guys ☺ . So, the journal's title that i have read : Effects of the BadgeMechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment. The problem : 1. This study therefore investigated how the badge mechanism in DGBL enhanced users’ self-efficacy in the subject domain of English as a foreign language. 2. This study investigated how self-efficacy could affect English learning performance. 3. This study wants to analysis why self-efficacy performed better than those with lower self-efficacy. According to psychologist Albert Bandura who originally proposed the concept, a personal judgment of "how well one can execute courses of action required to deal with prospective situations".
This study designed a badge mechanism and implemented it in a digital game based English learning environment to investigate how third-grade elementary school students can enhance their self-efficacy and English learning performance. A research framework was proposed to investigate how the badge mechanism in a DGBL environment may have an impact on self-efficacy and learning performance. The findings of this study revealed that the badge mechanism in a digital game-based English learning environment plays an important role in enhancing self-efficacy and learning performance. This study also found that
the students’ self-efficacy could enhance their English learning performance. A subsequent analysis also showed that those learners with high self-efficacy tended to achieve better learning performance, whereas those with low self-efficacy tended to fall into the category of low performance.
For learners who want to enhance their self-efficacy, the results of this present
study suggest that they could start with a learner friendly game interface that is
effective and interesting, which may help form a positive attitude toward gamebased learning. Because this learning behavior is necessary to develop future careers, it has to be effective, creating knowledge, and enjoyable to the learner. For educators who want to help students develop self-efficacy, a good instructional game design is needed, which may inspire and encourage students to learn. It should help students develop the pattern of extensive learning to enhance knowledge acquisition. Therefore, if different and interesting kinds of learning game features are available for enhancing skills it might be possible that low self-efficacy with a learner or educator can reap the benefits that advance game-based learning skills can offer. System developers may apply the findings for designing a pedagogical game where one’s attitude toward learning materials (interesting, informative) and learner friendly games may help engage their attention regularly and sustain their learning behavior. Therefore, they will be successful by forming their own self-efficacy as well as learning performance.
With regard to the future direction for study in this area, in the current system, the leaderboard can show peers’ learning conditions, but it does not allow players to choose to follow specific learners to monitor their learning conditions. However, according to interviews with the students, some learners prefer to watch their good friends’ learning conditions on the leaderboard. Future research can consider providing the learning conditions of those in a friend circle, which may result in different actions on the part of the learners while using the game-based English learning environment. Regarding learning practice questions, when the learners get more star icons than the last time they tried, the current system does not inform them that they are doing well. Future research can update the system to inform the learners that they have collected more star icons and made progress in the learning units, which should make the learners perceive improvement in their learning performance and thus affect their self-efficacy. Generally, learners love to collect digital badges. Future
research can also investigate what factors make learners want to collect them, such as gender differences, achievement differences, or the types of requirements for obtaining digital badges in a DGBL environment.
Thankyou, it's enough from me. I hope this review can be useful for you all. Dont forget to stay on my blog ☺ . See you in next page.
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