The Implementation of the Logico Maximo Game to Young EFL Learners' Vocabulary Learning

This study explores the use of the Logico Maximo game as an interactive medium to support vocabulary acquisition among young EFL learners at ILC English Course. Data was collected through student questionnaires, interviews with a fellow teacher and course manager, and classroom observation using a descriptive qualitative methodology. According to the results, Logico Maximo creates a more expanding, interesting, and enjoyable learning environment. The game's sensory and visual elements were well received by the students, encouraging active engagement and enhancing vocabulary memory. Nevertheless, the study also noted a varietyof difficulties, such as differing student comprehension levels, time management issues, and practical limitations in game implementation. Despite these issues, both the teacher and stakeholders viewed the game as an effective tool for enriching vocabulary learning. The results support previous research on the benefits of game-based learning in EFL contexts, particularly for early learners who thrive on multimodal and play-based instruction. It is suggested that future implementations include task differentiation and additional support mechanisms to accommodate learners with diverse needs.

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Publication Details

Journal
EDUCASIA Jurnal Pendidikan Pengajaran dan Pembelajaran
Published
2025-07-13
DOI
https://doi.org/10.21462/educasia.v10i2.369
Primary Topic
Second Language Acquisition and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

The Implementation of the Logico Maximo Game to Young EFL Learners' Vocabulary Learning

Yudy Prasetyo, Ardyah Ramadhina Irsanti Putri, Lailatul Musyarofah, Siti Aisyah
EDUCASIA Jurnal Pendidikan Pengajaran dan Pembelajaran
Second Language Acquisition and Learning
article

The Implementation of the Logico Maximo Game to Young EFL Learners' Vocabulary Learning

Yudy Prasetyo, Ardyah Ramadhina Irsanti Putri, Lailatul Musyarofah, Siti Aisyah
article en

Abstract

This study explores the use of the Logico Maximo game as an interactive medium to support vocabulary acquisition among young EFL learners at ILC English Course. Data was collected through student questionnaires, interviews with a fellow teacher and course manager, and classroom observation using a descriptive qualitative methodology. According to the results, Logico Maximo creates a more expanding, interesting, and enjoyable learning environment. The game's sensory and visual elements were well received by the students, encouraging active engagement and enhancing vocabulary memory. Nevertheless, the study also noted a varietyof difficulties, such as differing student comprehension levels, time management issues, and practical limitations in game implementation. Despite these issues, both the teacher and stakeholders viewed the game as an effective tool for enriching vocabulary learning. The results support previous research on the benefits of game-based learning in EFL contexts, particularly for early learners who thrive on multimodal and play-based instruction. It is suggested that future implementations include task differentiation and additional support mechanisms to accommodate learners with diverse needs.

EDUCASIA Jurnal Pendidikan Pengajaran dan PembelajaranVol. 10(2)
Universitas PGRI Yogyakarta (ID)
Openalex Percentile: Top 82%
Second Language Acquisition and Learning
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The Implementation of the Logico Maximo Game to Young EFL Learners' Vocabulary Learning — Yudy Prasetyo, Ardyah Ramadhina Irsanti Putri, et al. · EDUCASIA Jurnal Pendidikan Pengajaran dan Pembelajaran (2025) | TGRS Research Map | TGRS