Teachers' Perceptions On The Use of Digital Games to Support Young Learners Vocabulary Learning
Main Article Content
Abstract
Digital games are not only used as stress relievers but are often used as learning media. And one of the digital games used as a learning medium is wordwall. wordwall is a web-based digital game application that provides various features such as matching information, images, quizzes, wheel of fortune, puzzles, etc. and can be used for teaching, including teaching English vocabulary. And the aim of this research is to find out What games do teachers often use to support vocabulary learning, What is teacher's perception of the use and suitability of digital game content to support vocabulary learning, What obstacles do teachers face when using digital games to support vocabulary learning , What solutions can be done to overcome these obstacles. This research was carried out in 3 elementary schools in the city of Kediri, including: SD Negeri Kaliombo, SDN Ngronggo 3, and SDN Ngronggo 6. Apart from that, the method used in this research is a qualitative research method with the data collection techniques used are interviews, observation and documentation. The results of this research are that wordwall is a digital game that can be used to support vocabulary learning. And learning carried out using digital games is very effective and interesting with a variety of content available and appropriate to the level of students. Even so, there are still several obstacles when using digital games, such as: limited time, slow internet connection, and difficulty managing students. And to overcome these obstacles, teachers will organize as much time as possible to create lesson materials, provide personal internet data, and form students into small groups.
Downloads
Article Details
Copyright (c) 2024 sinta urnila, Sri Wulandari, Angga Prasongko
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Alawi, D., Sumpena, A., Supiana, S., & Zaqiah, Q. Y. (2022). Implementasi Kurikulum Merdeka Belajar Kampus Merdeka Pasca Pandemi Covid-19. EDUKATIF : JURNAL ILMU PENDIDIKAN, 4(4), 5863–5873. https://doi.org/10.31004/edukatif.v4i4.3531
Aprilia Nurul Urami. (n.d.). CHAPTER I INTRODUCTION.
Bakhsh, S. A. (2016a). Using Games as a Tool in Teaching Vocabulary to Young Learners. English Language Teaching, 9(7), 120. https://doi.org/10.5539/elt.v9n7p120
Bakhsh, S. A. (2016b). Using Games as a Tool in Teaching Vocabulary to Young Learners. English Language Teaching, 9(7), 120. https://doi.org/10.5539/elt.v9n7p120
Çil, E. (2021). V ol u me 1 │I ssue 1 │2 0 2 1 The Effect of Using Wordwall.net in Increasing Vocabulary Knowledge of 5th Grade EFL Students. In Language Education & Technology (LET Journal) (Vol. 1, Issue 1). http://langedutech.com
Hariadi, F., Jumalia, J., & Talakua, A. C. (2023). Pengenalan Game Edukasi untuk Meningkatkan Perbendaharaan Kosa Kata Benda dalam Bahasa Inggris. Mitra Mahajana: Jurnal Pengabdian Masyarakat, 4(2), 78–84. https://doi.org/10.37478/mahajana.v4i2.2685
Hasan, J. R., & Habibie, A. (n.d.). The effectiveness of using wall word media in teaching vocabulary for EFL young learners. http://ejournal.iaingorontalo.ac.id/index.php/JETLI
Jember, U. M. (n.d.). LITERATURE REVIEW: WORDWALL GAME APPLICATION IN ENGLISH LANGUAGE LEARNING TO DEVELOP A DISCIPLINED CHARACTER IN THE MILLENNIAL ERA Fikky Aulia Novianti, Fitrotul Mufaridah.
Linguistik, J., Pascasarjana, T., Shania, P., Sihombing, M., Riana, A., & Tambunan, S. (n.d.). Linguistik Terapan 20 (1) (2023): 84-94 TEACHERS`TEACHERS`PERCEPTIONS OF DIGITAL GAME-BASED VOCABULARY LEARNING. http://jurnal.unimed.ac.id/2022/index.php/JLT-Unimed
Martin, R., & Simanjorang, M. (n.d.). PROSIDING PENDIDIKAN DASAR URL: https://journal.mahesacenter.org/index.php/ppd/index Pentingnya Peranan Kurikulum yang Sesuai dalam Pendidikan di Indonesia. https://doi.org/10.34007/ppd.v1i1.180
Melisa, K., Situmorang, N., & Simajuntak, D. C. (2023). EFL TEACHERS’ PERCEPTIONS OF KAHOOT AS AN ONLINE LEARNING PLATFORM IN INCREASING LEARNING ENGAGEMENT TOWARD ENHANCING VOCABULARY KNOWLEDGE. JOLLT Journal of Languages and Language Teaching, 11(2), 251–262. https://doi.org/10.33394/jollt.v%vi%i.7525
Purba, F. A., & Katemba, C. V. (n.d.-a). English Teachers Perception of Using Game-Based Learning (GBL) to Enhance Students’ Vocabulary.
Purba, F. A., & Katemba, C. V. (n.d.-b). English Teachers Perception of Using Game-Based Learning (GBL) to Enhance Students’ Vocabulary.
Siti, :, Fitrah, Y., & Supervisor, M. (n.d.). Submitted to Fakultas dan Keguruan Universitas Islam Negeri Ar-Raniry Banda Aceh In Partial Fulfilment of the Requirements for the Degree Bachelor of Education in English language Teaching.
Thalha, O., Dan, A., Anufia, B., & Islam, E. (n.d.). RESUME: INSTRUMEN PENGUMPULAN DATA.
Trinh, T. H., Nguyen, M. N., & Tran, T. T. H. (2022a). Teachers and Students’ Perceptions of Using Digital Games in Improving Vocabulary at Non-English-majored Class. AsiaCALL Online Journal, 13(5), 112–131. https://doi.org/10.54855/acoj.221358
Trinh, T. H., Nguyen, M. N., & Tran, T. T. H. (2022b). Teachers and Students’ Perceptions of Using Digital Games in Improving Vocabulary at Non-English-majored Class. AsiaCALL Online Journal, 13(5), 112–131. https://doi.org/10.54855/acoj.221358
Yulianto, F., Utami, Y. T., & Ahmad, I. (2018). GAME EDUKASI PENGENALAN BUAH-BUAHAN BERVITAMIN C UNTUK ANAK USIA DINI. In Jurnal Nasional Pendidikan Teknik Informatika | (Vol. 7, Issue 3).