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This research studies the effects of a conversation-gambits visual novel game on students' English achievement and motivation. 54 students involved in this research. The research implemented experimental design with 27 students in control group and the other 27 in the experimental group. The experimental group used the conversation-gambits visual novel game while the control group used printed book to learn English conversation gambits. Both groups were given the same test to evaluate the achievement. Qualitative and interviews were utilized along with MANCOVA for data analysis. The result suggested that the experimental group made significant achievement over the control group. However, it was found insignificant difference on motivation in the experimental group and in the control group.
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