EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING
DOI:
https://doi.org/10.33603/perspective.v12i2.9985Keywords:
vocabulary learning, gamification, web-based games, student perceptions, digital learningAbstract
This study investigates elementary school students' perceptions of the web-based game “gamestolearnenglish” for vocabulary learning. The game is intended to improve vocabulary utilization, motivation, and engagement by including gamification elements. Using a qualitative study, the data was collected through interviews and observations with five fifth-grade students in Surabaya who utilized the game during English learning sessions. The results indicate that the interactive features of the game significantly enhanced student motivation and facilitated an enjoyable learning experience. On the other hand, difficulties such as inadequate material variety and technological problems associated with internet connectivity were found. The game can become a more efficient tool for learning vocabulary if developed further. This study offers valuable insights for teachers and developers of digital learning tools, enabling them to design more engaging and efficient student learning experiences.
References
Adkins, S. S. (2004). Beneath the tip of the iceberg. Academic Search Premier, 58, 28-33.
Ali, Z., Bakar, N. A., Ahmad, W., & Saputra, J. (2022). Evaluating the use of web-based games on students’ vocabulary retention. International Journal of Data and Network Science, 6(3), 711–720. https://doi.org/10.5267/j.ijdns.2022.4.001
Amanda, E., Nadrun, N., & Wahyudin, W. (2023). Identifying Students’ Perception in Learning English Vocabulary Through Fast Vocabulary Game. e-Journal of ELTS, 11(1), 21–28. https://www.researchgate.net/publication/371611443
Amir, H. S., Rustam, U., & Hasyim, R. (2023). Developing the Vocabulary Mastery of Students through Educational Games. Juni 2023 Qalam, 12(1). https://doi.org/10.33506/jq.v12i1.2297
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social and Behavioral Sciences, 98, 286-291.
Astika, I. G. (2016). Vocabulary Learning Strategies of Secondary School Students. IJOLTL: Indonesian Journal of Language Teaching and Linguistics, 1(1), 1. https://doi.org/10.30957/ijoltl.v1i1.1
Bai, Z. (2018). An Analysis of English Vocabulary Learning Strategies. Journal of Language Teaching and Research, 9(4), 849–855. https://doi.org/10.17507/jltr.0904.24
Chen, C., Chen, L. & Yang, S. (2019). An English Vocabulary learning app with a self-regulated learning mechanism to improve learning performance and motivation. Computer Assisted Language Learning, 32(3), 237-260.
Chen, C.-M., Liu, H., & Huang, H.-B. (2019). Effects of a Mobile Game-Based English Vocabulary Learning App on Learners’ Perceptions and Learning Performance: A Case Study of Taiwanese EFL Learners. ReCALL, 31(2), 170–188. https://doi.org/10.1017/S0958344018000228
Clark, M. (2013). The Use of Technology to Support Vocabulary Development of English Language Learners. Education Masters Paper 238.
Creswell, J. W. (2016). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). Sage Publications.
Creswell, J. W. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Sage Publications.
Dastjerdi, H. V., & Rezvani, E. (2022). Digital Game-Based Learning’s Effectiveness on EFL Learners’ Vocabulary Acquisition. https://scholarspace.manoa.hawaii.edu/bitstreams/423857ba-1edb-4d1b-a38b-f796898bc650/download
Dewi, R. S., & Sari, R. P. (2023). The Effectiveness of Game-Based Learning Strategies on Primary ESL Learners’ Vocabulary Learning. https://www.researchgate.net/publication/361037044
Esa, I., Hashim, H., & Jamal, M. F. (2021). Pupils’ Perception on Online Games for ESL Vocabulary Learning Among Primary School Pupils. International Journal of Academic Research in Progressive Education and Development, 10(3), 254–264. https://doi.org/10.6007/IJARPED/v10-i3/8997
Gunel, E., & Top, E. (2022). Effects of Educational Video Games on English Vocabulary Learning and Retention. International Journal of Technology in Education, 5(2), 333–350. https://files.eric.ed.gov/fulltext/EJ1342982.pdf
Hasram, S., Nasir, M. K. M., Mohamad, M., Daud, M. Y., Rahman, M. J. A., & Mohammad, W. M. R. W. (2021). The effects of wordwall online games (Wow) on English language vocabulary learning among year 5 pupils. Theory and Practice in Language Studies, 11(9), 1059–1066. https://doi.org/10.17507/tpls.1109.11
Hazar, E. (2020). Use of digital games in teaching vocabulary to young learners. Educatia 21, (19): 98-104. https://doi.org/10.24193/ed21.2020.19.12
Katemba, C. V. (2022). Vocabulary Enhancement through Multimedia Learning Among Grade 7th EFL Students. MEXTESOL Journal, 46(1).
Landers, R.N. (2014). Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simulation and Gaming, 45(6), 752-768. https://doi.org/10.1177/1046878114563660
Leavy, P. (2014). Method meets art: Arts-based research practice. Guilford Press.
Loucky, J. P. (1998). Suggestions for Improving ESL/EFL Vocabulary Instruction. Seinan Jogakuin Junior College Bulletin, 45, 1-12.
Li, R. (2021). Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? SAGE Open, 11(1). https://doi.org/10.1177/21582440211003092
Martin, J. (2004). Blooms learning domains. Educational Technology, San Diego State University. http://coe.sdsu.edu/eet /Articles/BloomsLD/start.html
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
Mohamed, A. M. M. (2021). The Impact of Educational Games on Enhancing Elementary Stage Students’ Acquisition and Retention of English Vocabulary. https://www.researchgate.net/publication/349776021
Mukoroli, J. (2011). Effective vocabulary teaching strategies for the English for academic purposes ESL classroom. MA TESOL Collection. Paper. http://digitalcollections.sit.edu/cgi/viewcontent.cgi?article=1503&context=ipp_collection.
Nation, I.S.P. (2013). Learning Vocabulary in Another Language. 2nd edition. Cambridge: Cambridge University Press
Octaberlina, L. R., & Rofiki, I. (2021). Using Online Game for Indonesian EFL Learners to Enrich Vocabulary. International Journal of Interactive Mobile Technologies, 15(1), 168–183. https://doi.org/10.3991/IJIM.V15I01.17513
Pratiwi, A. D., Tuna, J. R., & Samola, N. (2022). Improving Students’ Vocabulary Mastery By Using Quizizz Game-Based Learning At Junior High School. In SoCul: International Journal of Research in Social Cultural Issues, 2(4).
Sahensolar, Y. G., & Marpaung, M. S. (2024). Students’ Perceptions of Playing Online Games in Improving English Vocabulary. Journal on Education, 7(1), 7616–7625. https://jonedu.org/index.php/joe/article/download/7521/5969
Saldana, J. (2016). The coding manual for qualitative researchers (3rd ed.). Sage Publication.
Shabrina, F., & Wahyu Taufiq. (2023). The Effect of Teaching English Vocabulary on Junior High School Students by Using Wordwall.net. Borneo Educational Journal (Borju), 5(2), 283-295. https://doi.org/10.24903/bej.v5i2.1353
Slattery, M., & Willis, J. (2001). English for Primary Teachers: A Handbook of Activities and Classroom Language. Oxford, New York: Oxford University Press.
Thornbury, S. (2002). How to Teach Vocabulary. London: Longman.
Uyen, P. T. (2023). The Perception of EFL Primary Students Toward Learning English Through Interactive Games. AIJR Proceedings, 5, 181–199. https://books.aijr.org/index.php/press/catalog/download/150/69/2669-1?inline=1
Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). Sage Publications.
Yudha, H. T., & Mandasari, B. (2021). The Analysis of Game Usage for Senior High School Students to Improve Their Vocabulary Mastery. In Journal of English Language Teaching and Learning (JELTL) (Vol. 2, Issue 2). http://jim.teknokrat.ac.id/index.php/english-language-teaching/index
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2024 Yurike Risa Loreana, Nico Irawan, Abd Ghofur, Agung Pramujiono

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution - Share Alike 4.0 Internasional License (CC-BY-SA) that allows others to share the work with an acknowledgment of the works' authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journals published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Upon receiving the proofs, the Author/Editor agrees to promptly check the proofs carefully, correct any errors, and authorize the publication of the corrected proofs.
- Authors should submit the signed copyright transfer agreement form (CTA Form) along with the checked (and corrected proofs).