EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING

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.

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Publication Details

Journal
Academic Journal Perspective Education Language and Literature
Published
2024-11-30
DOI
https://doi.org/10.33603/perspective.v12i2.9985
Primary Topic
EFL/ESL Teaching and Learning
Type
article
Field-Weighted Citation Impact
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article

EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING

Yurike Risa Loreana, Agung Pramujiono, Abd. Ghofur, Nico Irawan
Academic Journal Perspective Education Language and Literature
EFL/ESL Teaching and Learning
article

EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING

Yurike Risa Loreana, Agung Pramujiono, Abd. Ghofur, Nico Irawan
article en

Abstract

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.

Academic Journal Perspective Education Language and LiteratureVol. 12(2)
Universitas PGRI Semarang (ID), Universitas PGRI Adi Buana Surabaya
Openalex Percentile: Top 48%
EFL/ESL Teaching and Learning
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EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING — Yurike Risa Loreana, Agung Pramujiono, et al. · Academic Journal Perspective Education Language and Literature (2024) | TGRS Research Map | TGRS