Journal Evaluation in Education (JEE)
Journal Evaluation in Education (JEE)

an Open Access Journal

SINTA

1.6519

Impact

GScholar

16

H-Index

Journal Evaluation in Education (JEE)

an Open Access Journal


The Influence of Traditional Engklek Games on Improving Interrogative Sentence Writing Skills in Elementary School Students: An Experimental Study

Share
  • Purpose of the Study: Elementary education in Indonesia continues to face significant challenges in developing students’ writing skills, particularly in constructing correct interrogative sentences. To address this issue, this study explores the use of traditional games, specifically the engklek game, as an innovative pedagogical tool to enhance interrogative writing abilities among elementary school students.

    Methodology: This research employed a quasi-experimental design with a quantitative approach, involving 60 fifth-grade students divided into an experimental group (using the engklek game) and a control group (using conventional instructional methods). Data were gathered through pre-test and post-test assessments consisting of 20 multiple-choice questions targeting interrogative writing skills. Statistical analysis was conducted to measure learning gains and treatment effects.

    Main Findings: The results demonstrated that students in the experimental group achieved a significantly higher post-test average score (19.33) compared to the control group (11.45). The N-Gain score analysis revealed a moderate improvement (0.72) for the experimental group, while the control group exhibited only low improvement (0.35). These findings affirm that integrating the engklek game can meaningfully boost students' ability to construct interrogative sentences.

    Novelty/Originality of this Study: This study introduces a novel intersection between traditional cultural practices and modern pedagogical needs by demonstrating how the engklek game typically associated with physical activity can be repurposed as an effective literacy development tool. It offers new insights into culturally responsive teaching strategies, advocating for the systematic integration of indigenous games into formal curricula to enhance engagement, contextualize learning, and improve academic outcomes in foundational language skills.

  • How to cite

    [1]
    “The Influence of Traditional Engklek Games on Improving Interrogative Sentence Writing Skills in Elementary School Students: An Experimental Study”, Jor. Eva. Edu, vol. 6, no. 2, pp. 571–581, Apr. 2025, doi: 10.37251/jee.v6i2.1650.
  • 354
    Abstract views
    229
    Downloads

    Metrics — Badges

    1. V. Trajkovik, T. Malinovski, T. Vasileva-Stojanovska, and M. Vasileva, “Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes,” PLoS One, vol. 13, no. 8, pp. 1–15, 2018, doi: 10.1371/journal.pone.0202172. DOI: https://doi.org/10.1371/journal.pone.0202172
    2. F. E. Rahmawati and E. Junining, “Revitalizing a traditional game ‘dakon’ to teach english for young learners,” Metathesis J. English Lang. Lit. Teach., vol. 2, no. 1, p. 58, 2018, doi: 10.31002/metathesis.v2i1.616. DOI: https://doi.org/10.31002/metathesis.v2i1.616
    3. B. Arf, F. Festa, L. Ronconi, and G. Spicciarelli, graders ’ writing. 2021.
    4. D. Kenanoğlu and M. Duran, “The Effect of Traditional Games on the Language Development of Pre-School Children in Pre-School Education,” Asian J. Educ. Train., vol. 7, no. 1, pp. 74–81, 2021, doi: 10.20448/journal.522.2021.71.74.81. DOI: https://doi.org/10.20448/journal.522.2021.71.74.81
    5. C. Y. Chen, H. J. Huang, C. J. Lien, and Y. L. Lu, “Effects of Multi-Genre Digital Game-Based Instruction on Students’ Conceptual Understanding, Argumentation Skills, and Learning Experiences,” IEEE Access, vol. 8, pp. 110643–110655, 2020, doi: 10.1109/ACCESS.2020.3000659. DOI: https://doi.org/10.1109/ACCESS.2020.3000659
    6. M. Bal, “Use of digital games in writing education: An action research on gamification,” Contemp. Educ. Technol., vol. 10, no. 3, pp. 246–271, 2019, doi: 10.30935/cet.590005. DOI: https://doi.org/10.30935/cet.590005
    7. T. Hanghøj, K. Kabel, and S. H. Jensen, “Digital Games, Literacy and Language Learning in L1 and L2,” L1 Educ. Stud. Lang. Lit., no. Speciall Issue, pp. 1–44, 2022, doi: 10.21248/l1esll.2022.22.2.363. DOI: https://doi.org/10.21248/l1esll.2022.22.2.363
    8. C. Semeraro, G. Coppola, R. Cassibba, and D. Lucangeli, “Teaching of cursive writing in the first year of primary school: Effect on reading and writing skills,” PLoS One, vol. 14, no. 2, pp. 1–17, 2019, doi: 10.1371/journal.pone.0209978. DOI: https://doi.org/10.1371/journal.pone.0209978
    9. S. Rietdijk, T. Janssen, D. van Weijen, H. van den Bergh, and G. Rijlaarsdam, “Improving writing in primary schools through a comprehensive writing program,” J. Writ. Res., vol. 9, no. 2, pp. 173–225, 2017, doi: 10.17239/jowr-2017.09.02.04. DOI: https://doi.org/10.17239/jowr-2017.09.02.04
    10. D. Bulut, Y. Samur, and Z. Cömert, “The effect of educational game design process on students’ creativity,” Smart Learn. Environ., vol. 9, no. 1, 2022, doi: 10.1186/s40561-022-00188-9. DOI: https://doi.org/10.1186/s40561-022-00188-9
    11. J. Irmansyah, R. Lumintuarso, F. X. Sugiyanto, and P. Sukoco, “Children’s social skills through traditional sport games in primary schools,” Cakrawala Pendidik., vol. 39, no. 1, pp. 39–53, 2020, doi: 10.21831/cp.v39i1.28210. DOI: https://doi.org/10.21831/cp.v39i1.28210
    12. S. Kirginas, “Improving Students’ Narrative Skills through Gameplay Activities: A Study of Primary School Students,” Contemp. Educ. Technol., vol. 14, no. 2, 2022, doi: 10.30935/CEDTECH/11526. DOI: https://doi.org/10.30935/cedtech/11526
    13. M. Arrimada, M. Torrance, and R. Fidalgo, “Effects of teaching planning strategies to first-grade writers,” Br. J. Educ. Psychol., vol. 89, no. 4, pp. 670–688, 2019, doi: 10.1111/bjep.12251. DOI: https://doi.org/10.1111/bjep.12251
    14. R. R. Khanmurzina, E. I. Cherdymova, T. Y. Guryanova, R. A. Toriia, E. M. Sukhodolova, and L. I. Tararina, “Computer games influence on everyday social practices of students-gamers,” Contemp. Educ. Technol., vol. 11, no. 1, pp. 11–19, 2020, doi: 10.30935/cet.641753. DOI: https://doi.org/10.30935/cet.641753
    15. E. Regiana, A. Dwiyoga, and F. H. Prasetya, “Preservation of Indonesian Culture through Traditional Games Application,” Sisforma, vol. 7, no. 1, pp. 28–37, 2020, doi: 10.24167/sisforma.v7i1.1422. DOI: https://doi.org/10.24167/sisforma.v7i1.1422
    16. M. ÖNDER, “Contribution of Plays and Toys to Children’s Value Education,” Asian J. Educ. Train., vol. 4, no. 3, pp. 146–149, 2018, doi: 10.20448/journal.522.2018.42.146.149. DOI: https://doi.org/10.20448/journal.522.2018.42.146.149
    17. C. Farias, C. Valério, and I. Mesquita, “Sport education as a curriculum approach to student learning of invasion games: Effects on game performance and game involvement,” J. Sport. Sci. Med., vol. 17, no. 1, pp. 56–65, 2018.
    18. R. D. Hawkins, G. A. R. M. Ferreira, and J. M. Williams, “The development and evaluation of ‘farm animal welfare’: An educational computer game for children,” Animals, vol. 9, no. 3, 2019, doi: 10.3390/ani9030091. DOI: https://doi.org/10.3390/ani9030091
    19. T. Barone and L. Bresler, “International Journal of Education and the Arts,” Res. Stud. Music Educ., vol. 15, no. 1, p. 71, 2000, doi: 10.1177/1321103X0001500110. DOI: https://doi.org/10.1177/1321103X0001500110
    20. L. Ruiz Gurillo, “Idiomas inventados en las narraciones humorísticas de niños de 8 a 12 años,” Círculo lingüística Apl. a la Comun., no. 70, pp. 43–59, 2017. DOI: https://doi.org/10.5209/CLAC.56316
    21. A. Andrade, W. Mayron da Cruz, C. K. Correia, A. L. Goya Santos, and G. G. Bevilacqua, “Effect of practice exergames on the mood states and self-esteem of elementary school boys and girls during physical education classes: A cluster-randomized controlled natural experiment,” PLoS One, vol. 15, no. 6, pp. 1–18, 2020, doi: 10.1371/journal.pone.0232392. DOI: https://doi.org/10.1371/journal.pone.0232392
    22. F. Hardiansyah, T. Sukitman, A. Wahdian, and H. Hodairiyah, “The Use of Differentiated Digital Learning Models to Enhance Science Problem-Solving in Elementary Schools,” AL-ISHLAH J. Pendidik., vol. 16, no. 2, pp. 1462–1474, 2024, doi: 10.35445/alishlah.v16i2.5087.
    23. G. B. Skar, S. Graham, and A. Huebner, “The Long-Term Effects of the COVID-19 Pandemic on Children’s Writing: a Follow-up Replication Study,” Educ. Psychol. Rev., vol. 35, no. 1, 2023, doi: 10.1007/s10648-023-09729-1. DOI: https://doi.org/10.1007/s10648-023-09729-1
    24. C. Y. Hou et al., “Children’s mobile-gaming preferences, online risks, and mental health,” PLoS One, vol. 17, no. 12 December, pp. 1–18, 2022, doi: 10.1371/journal.pone.0278290. DOI: https://doi.org/10.1371/journal.pone.0278290
    25. A. Marie et al., “Which Predict Writing Skills At School,” Read. Writ., vol. 34, no. 9, pp. 2203–2225, 2021, doi: 10.1007/s11145-021-10133-w DOI: https://doi.org/10.1007/s11145-021-10133-w
    26. L. H. Wang, B. Chen, G. J. Hwang, J. Q. Guan, and Y. Q. Wang, “Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis,” Int. J. STEM Educ., vol. 9, no. 1, 2022, doi: 10.1186/s40594-022-00344-0. DOI: https://doi.org/10.1186/s40594-022-00344-0
    27. B. Chaarani, J. Ortigara, D. K. Yuan, H. Loso, A. Potter, and H. P. Garavan, “Notice of Retraction and Replacement. Chaarani B, et al. Association of Video Gaming With Cognitive Performance Among Children,” JAMA Netw. open, vol. 6, no. 4, p. e236895, 2023, doi: 10.1001/jamanetworkopen.2023.6895. DOI: https://doi.org/10.1001/jamanetworkopen.2023.6895
    28. D. Dotan and S. Zviran-Ginat, “Elementary math in elementary school: the effect of interference on learning the multiplication table,” Cogn. Res. Princ. Implic., vol. 7, no. 1, 2022, doi: 10.1186/s41235-022-00451-0. DOI: https://doi.org/10.1186/s41235-022-00451-0