Please use this identifier to cite or link to this item: http://localhost:8080/handle/123456789/28676
Full metadata record
DC FieldValueLanguage
dc.contributor.authorSABILA, SAUSAN-
dc.date.accessioned2025-09-26T04:52:28Z-
dc.date.available2025-09-26T04:52:28Z-
dc.date.issued2025-08-07-
dc.identifier.urihttp://localhost:8080/handle/123456789/28676-
dc.description.abstractThis study investigates the perceptions of ninth-grade students at SMP Dharma Putra Medan toward the use of online games, specifically “Games to Learn English,” as a medium for learning the Past Tense. Utilizing a descriptive qualitative method, data were gathered through questionnaires and interviews involving ten students who had prior experience using the online game. The results show that the majority of students perceive the use of online games as fun, effective, and more engaging compared to traditional learning methods. Students reported improved understanding of verb changes from V1 to V2 and demonstrated increased motivation and confidence in learning grammar. Despite some limitations such as the lack of initial instructions and the need for teacher guidance the overall perception was positive. The findings suggest that online games can serve as an innovative and interactive learning medium, especially when supported by clear pedagogical guidance from teachers. This research highlights the importance of integrating technology into English language instruction to enhance grammar mastery and student engagement.en_US
dc.publisherumsuen_US
dc.subjectperceptionen_US
dc.subjectonline gamesen_US
dc.titleSTUDENTS PERCEPTION ON THE USE OF ONLINE GAMES TENSES IN ENGLISHen_US
dc.typeThesisen_US
Appears in Collections:English Language Education

Files in This Item:
File Description SizeFormat 
SKRIPSI_SAUSAN SABILA_ 2102050020.pdfFull Text2.23 MBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.