Examining the Pros and Cons of Using Game-based Learning for Vocabulary Instruction to Junior High School Students
DOI:
https://doi.org/10.15642/ijet2.2024.13.2.117-126Keywords:
Game-based Learning, Vocabulary AcquisitionAbstract
Recent years have seen a considerable change within the educational environment, this is partly down to innovation in technology and teaching methods. Game-based learning (GBL) is one of the well-known approaches to include game elements in instructional processes to enhance student engagement and learning results. Based on the background above, this study focuses on investigating the advantages and disadvantages of GBL in teaching new vocabulary for seventh grade students at class VII-A of SMPN 25 Surabaya. The researcher conducted a qualitative descriptive study using an open-ended questionnaire to six students in the class for data collection to describe their perspectives. According to the results of the study, GBL provided an exciting and interesting atmosphere that gave rise to students' interest in learning English which referred to attention and comprehension. The investigation in question identified a number of problems, most notably those that pertained to technology limitations, for example device accessibility and internet connection issues, which can hinder the effectiveness of the GBL approach in the classroom.
Downloads
References
Berne, J. I., & Blachowicz, C. L. Z. (2008). What reading teachers say about vocabulary instruction: Voices from the classroom. The Reading Teacher, 62(4), 314–323. https://doi.org/10.1598/RT.62.4
Biemiller, A. (2005). Size and sequence in vocabulary development: Implications for choosing words for primary grade vocabulary instruction. In A. Hiebert & M. Kamil (Eds.), Teaching and learning vocabulary: Bringing research to practice (pp. 223–242). Mahwah, NJ: Erlbaum.
Elleman, A. M., Lindo, E. J., Morphy, P., & Compton, D. L. (2009). The impact of vocabulary instruction on passage-level comprehension of school-age children: A meta-analysis. Journal of Research on Educational Effectiveness, 2(1), 1–44. https://doi.org/10.1080/19345740802539200
Fajarina, M. (2017). Mastering teaching English for young learners. Wacana Didaktika, 1, 1–11. http://jurnal.uim.ac.id/index.php/
Fails, J. A., Guha, M. L., & Druin, A. (2013). Methods and techniques for involving children in the design of new technology for children. Foundations and Trends® in Human-Computer Interaction, 6(2), 85–166. https://doi.org/10.1561/1100000018
Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21–34. https://doi.org/10.20472/TE.2015.3.3.002
Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method. Frontiers in Psychology, 12, 749837. https://doi.org/10.3389/fpsyg.2021.749837
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions (NFER Research Programme: Innovation in Education). Slough: NFER.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Saputra, A. D., Septiani, L., Adriani, R., & Sundari, H. (2021). Game-based English learning for young learners: A systematic review. JEdu: Journal of English Education, 1(3), 109–122. https://doi.org/10.30998/jedu.v1i3.4752
Shi, Y.-R., & Shih, J.-L. (2015). Game factors and game-based learning design model. International Journal of Computer Games Technology, 2015, 549684. https://doi.org/10.1155/2015/549684
Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement, and satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214






