Student’s Perception Towards the Use of Jeopardy Game in English Learning

  • Alfiyah Rusdiyana Universitas Negeri Surabaya
  • Slamet Setiawan Universitas Negeri Surabaya
  • Ahmad Munir Universitas Negeri Surabaya

Abstract

The present study aims to determine the student's perception towards the use of Jeopardy Game, and also investigates how the teacher uses Jeopardy Game in English learning. This research study was used a qualitative study conducted in-state senior high school level in Surabaya. A close-ended questionnaire was used to obtain the data. The results show that Jeopardy Game makes English learning more alive, comfortable, enjoyable, fun, and interesting. It also boosts the student's motivation in learning English. Jeopardy Game also enhances the student's vocabulary knowledge, recalls the previous materials, improves the student's speaking skill and develop the student's critical thinking. This study suggests using Jeopardy Game in the learning process since many benefits in increasing the student's engagement in the classroom.

Keywords: Classroom Games, English Learning, Jeopardy Game, Student’s Perception

References

Bee, S., & Hayes, D. C. (2005). Using the Jeopardy Game to Enhance Student Understanding of Accounting Information Systems (AIS) Exam Material. Review of Business Information Systems (RBIS), 9(1), 69-78. https://doi.org/10.19030/rbis.v9i1.4471

Dede, B. C. (2005). Planning for Neomillennial Learning Styles. Educause Quartely, 1, 7–12

Fitrawati, N. M. P. &. (2019). The Use of Jeopardy Game to Teach Vocabulary to Young Learner. Journal of English Language Teaching, 7(2), 249–258

Friedman, H. (2005). Classroom Jeopardy Teacher’s Guide. USA: Educational Insights, Inc

Gast, J., & Leatham, M. (2005). Theory Jeopardy: A Fun Interactive Approach to Teaching Theory. American Journal of Health Education, 36(1), 54-57. https://doi.org/10.1080/19325037.2005.10608159

Gonzales, A. Z. (2017). Using Games to Improve Vocabulary in An Intermediate Level Course. Mexico: Universidad Veracruzana

Hadfield, J. (1999). Advanced Communication Games : A Collection of Games and Activities for Intermediate and Advanced Students of English/Jill Hadfield. New York: Longman

Howe, N., & Strauss, W. (2007). The Next 20 Years: How Customer and Workforce Attitudes Will Evolve. Harvard Business Review, 85(7–8), 41-52

Majda, A., & Agus, G. (2019). Using Jeopardy Game To Improve Students’ Vocabulary Knowledge. Lingua, 1(1), 31-42. https://doi.org/10.34005/lingua.v1i01.157

Muleng, P. (2018). The Influence of Using Jigsaw Technique Towards Student's Vocabulary Mastery at the Second Semester of the Eighth Grade of SMP N 24 Bandar Lampung in the Academic Year of 2017/2018. Undergraduate Thesis, UIN Raden Intan Lampung

Pitaloka, C. M. H. (2017). Effectiveness of Jeopardy Game to Enlarge Student’s Vocabulary Mastery in Reading Comprehension of Descriptive Text (Quasi-experimental Study at Eighth Grade Students of SMP N 5 Magelangin Academic Year 2016/2017). Undergraduate Thesis. Universitas Negeri Semarang

Revere, L., & Kohli, K. S. (2004). Classroom Jeopardy : A Winning Approach for Improving Student Assessment, Performance and Satisfaction. Proceedings-Annual Meeting of the Decision Sciences Institute. United State-Scimago Institutions Rankings

Rohaendi, N. S. (2019). The Influence of Jeopardy Game Towards Student’s Vocabulary Mastery. Biormatika, 5(1), 72-78

Wright, A., Betteridge, D., Buckby, M., Wright, A., Betteridge, D., & Buckby, M. (2006). Games for Language Learning. Inggris: Cambridge University Press
Published
2021-01-30
Abstract viewed = 130 times
pdf downloaded = 240 times