The use of the android-based game to enhance english vocabulary of students with hearing impairment in inclusive schools

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Iva Evry Robiyansah, Murtadlo, Mudjito, Atiqoh, Ketut Susiani

2019 International Journal of Innovation, Creativity and Change Vol. 5 Issue 6 Article Cited by 0 Quartile

Abstract

This study aimed to describe the use of an Educational Vocabulary Game (EVG) application to improve the English vocabulary and designed to test the practicality and effectiveness of an EVG application in improving functional English dictionary among students with hearing impairment in an inclusive school. This study was development research, which involved several steps, including concepts, design, material collection, manufacturing, and field testing. Data were collected through observations and tests. Participants were twenty students with hearing impairment and five teachers in an inclusive school in Indonesia. The results of the study showed that the average score of the pre-test was 6.5, while the average rating of the post-test was 8.9. Moreover, the highest score of the post-test was 9.5. Furthermore, the practicality test reported a score of 98.66%. Based on these results, the use of the EVG application was useful and practical to improve the learning outcomes on English vocabulary among students with hearing impairment in an inclusive school. © 2019, Primrose Hall Publishing Group.

Affiliations

Universitas Negeri Surabaya, Indonesia; Universitas PGRI Adi Buana, Indonesia; Universitas Pendidikan Ganesh, Indonesia

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