Enhancing French Vocabulary Mastery And Acceptance In Sabah's Secondary Schools Through Digital Game-Based Learning

  • Nur Suhana Zabri UPM
  • Hazlina Abdul Halim
  • Halis Azhan Mohd Hanafiah

Abstract

The study aims to investigate the effectiveness of Digital Game-Based Learning (DGBL) in teaching French to students from remote areas. Drawing upon existing literature highlighting the positive impact of digital technologies on learning, particularly gamification, the research seeks to explore how students perceive the benefits and usefulness of French-language online gaming. The participants will be selected from rural schools with limited internet access. A total  of  40  Form 1 students  from  one  of  the  rural  secondary schools  were  selected. The total of  20  students  from  the experimental  group  experienced DGBL method while  20 other  students  from  the  controlled group experienced traditional method. The questionnaires will be distributed physically to the experimental group, and it will be analysed using SPSS (Version 29) to perform inferential statistics. This finding underscores the potential of the DGBL method in fostering French language acquisition among students from remote areas, thereby addressing the challenge of limited access to traditional educational resources and promoting more equitable learning opportunities.

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Published
2024-06-01
How to Cite
ZABRI, Nur Suhana; ABDUL HALIM, Hazlina; MOHD HANAFIAH, Halis Azhan. Enhancing French Vocabulary Mastery And Acceptance In Sabah's Secondary Schools Through Digital Game-Based Learning. Asian Journal of Research in Education and Social Sciences, [S.l.], v. 6, n. 2, p. 222-234, june 2024. Available at: <https://myjms.mohe.gov.my/index.php/ajress/article/view/26347>. Date accessed: 26 july 2024.
Section
English Section