The Use of Yu-Gi-Oh Trading Card Game to Improve Speaking Skill
Keywords:
: EFL students Game-based learning, Yu-Gi-Oh trading card gameAbstract
This study aims to investigate the effectiveness of the Yu-Gi-Oh Trading Card Game in improving students’ speaking skill. The research was conducted at SMK Yadika 12 Depok and involved twelfth grade students in the academic year 2024/2025. This study employed a quantitative research method with a pre-experimental design, specifically a one-group pre-test–post-test design. The sample consisted of 16 students from class XII TKJ 2 who completed both the pre-test and post-test during the online learning process. The data were collected through speaking tests administered before and after the treatment. Students’ speaking performances were assessed using a speaking rubric adapted from the Oral Proficiency Scoring Categories proposed by H. Douglas Brown, focusing on fluency, pronunciation, vocabulary, and interaction. The data were analyzed using a paired sample t-test to determine whether there was a significant difference between students’ speaking scores before and after the implementation of the Yu-Gi-Oh Trading Card Game. The results showed that the mean score of the pre-test was 68.25, while the mean score of the post-test increased to 80.31. The t-test analysis revealed that the obtained t-value was 7.58, which was higher than the critical t-value of 2.131 at the 5% significance level (df = 15). Therefore, the null hypothesis was rejected and the alternative hypothesis was accepted. These findings indicate that the use of the Yu-Gi-Oh Trading Card Game was effective in improving students’ speaking skill. The game-based learning activity provided students with opportunities to practice speaking actively in an interactive and low-anxiety environment.
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