Main Article Content


This study was investigated the effects of Digital Guessing Games strategy on students?  speaking ability of Islamic Senior High School students as well as to find out their perceptions of using it. In doing so, the subjects consisted of 44 students who were in tenth grade. Then they were divided into two equal experimental and control groups randomly (N=22). This study used explanatory sequential mixed-method whereas pre-test and post-test were administrated to collect quantitative and questionnaire was given to collect qualitative data.The experimental group was taught speaking using DGG application, whereas the control group using conventional guessing game. Analyzing the data through the independent sample t-test revealed the effectiveness of DGG application, the experimental group out performed the control group of speaking narrative text. Furthermore, an Islamic Senior High School students in Tasikmalaya had a positive attitude toward utilization of DGG application.



Digital Guessing Game speaking skill narrative text

Article Details

How to Cite
Hayati, A. (2020). The Use of Digital Guessing Game to Improve Students’ Speaking Ability. Journal of English Education and Teaching, 4(1), 115–126.


  1. Ahmadi (2018) The use of Technology in English Language Learning International Journal of Reseach In English EducationJREE (2018) Vol.3 no. 2.
  2. Alves. (2013) Technology-enhanced Language Learning for Digital Natives Participatory Educational Research (PER) Special Issue
  3. -IV, pp., 97-111 November,
  4. Available online at ISSN:
  5. -6123.
  6. Anggreyni, D. (2014) Improving stuedents speaking skill through guessing game technique at grade x-1 of SMA N 1 Angkola Jurnal Pendidikan Bahasa, Sastra, dan Seni Volume XV Nomor 1 Maret
  7. Hal. 1-15.
  8. Birjandi, P., & Malmir, A. (2011). The effect of task-based approach on the Iranian advanced EFL learners? narrative vs. expository writing. Iranian Journal of Applied Language Studies, 1(2), 1-26. Retrieved from: doi:
  9. 22111/ijals.2011.50.
  10. Burns, R. (2000). Introduction to research methods. Sydney: Longman.
  11. Cavanagh, J. (1998). Text type. DI Stance: Dubbo School.
  12. Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). London: Sage Publication Ltd.
  13. Dewi, RS, Kulsum, U, and Armadi. (2017). Using Communicative Games in Improving Students’ Speaking Skills English Language Teaching. Vol. 10, No. 1; 2017. ISSN 1916-4742 E-ISSN 1916-
  14. Published by Canadian
  15. Center of Science and Education. Fitriana (2012)Improving The Speaking
  16. Skills Through Guessing Games Of The Seventh Grade Students Of Smp Muhammadiyah 1 Seyegan Yogyakarta In The Academic Year Of 2012/2013.
  17. Fraenkel, J. R., Wallen, N. E. (2007).
  18. How to Design and Evaluate Research in Education (7th Ed). San Fransisco: State University.
  19. Gros, P. (2007) Creating constructivist learning environment: Role of “Web 2.0” technology.
  20. International Forum of Teaching and Studies,9(1), 39-50.
  21. Hur and Suh. (2012). Making Learning
  22. Active with Interactive Whiteboards, Podcasts, and Digital Storytelling in ELL Classrooms no.29 Vol4 PP.320- 338.
  23. Klippel, F. (1994). Keep talking. Cambridge: Cambridge
  24. University Press.
  25. Maqfiroh, Y., Fitriani, & Chairina. (2018). The Use of Guessing Games to Teach Speaking Skill Research in English and Education (READ), 3(1), 91-99.
  26. Richards, J. C. (2008). Teaching Listening and Speaking “From Theory to Practice”. New York: Cambridge University Press.
  27. Scoter (2004) Educational Research: Competencies for Analysis and Application(10th Edition).
  28. Pearson, Upper Saddle River. Tarigan, H.G. (2008). Berbicara: Sebagai
  29. suatu Keterampilan Berbahasa. Bandung: Angkasa.
  30. Virvou, M., & Papadimitriou (2014) Use of digital 'Guess Who Board Game' in teaching English Researchgate journal vol.10,
  31. Yusri (2013). Developing speaking fluency of grade VII students through Guessing games at smp al-azhar palu. e-Jurnal Bahasantodea, Volume I Nomor 1, Januari 2013 PP. 84-92.
  32. Zu, D. (2012). Using Games to Improve Students' Communicative Ability Journal Of Language Teaching And Researchissn 1798-4769
  33. Volume 3, Number 4.