Enhancing French vocabulary mastery and acceptance in Sabah's secondary schools through digital game-based learning
List of Authors
  • Hazlina Abdul Halim , Nur Suhana Zabri

Keyword
  • Digital Game-Based Learning (DGBL), French, Remote Areas, Student Perceptions

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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