dc.description.abstract | The field of teaching and learning languages has significantly benefited
from technology. Digital Games-Based Learning is one of the well-known tools
in English Language Teaching that has widely applied to make use of technology.
It is frequently used as teaching media to help students improve their language
proficiency. For this reason, Muslim Cendekia Elementary School Kota Batu took
advantages in integrating technology and learning activity.
This study is aimed at four main purposes (1) to explore the implementation
of Digital Games-Based Learning to teach vocabulary, (2) to investigate
elementary school teachers’ perception toward the use of digital games, (3) to
discover the challenges that might be faced during the learning process (4) to
explore how the way teachers overcome the problems. This present study was a
case study which observe the learning activity in Muslim Cendekia Elementary
School Kota Batu.
There were four primary school teachers who participated in this study. The
data collection involved a classroom observation and semi-structured interview.
The researcher carried out a classroom observation to know how the teachers’
implemented Digital Games-Based Learning to teach vocabulary in the 1st
– 4
th
grade classroom. Additionally, to explore the perception of the teachers’ on the
implementation of Digital Games-Based Leaning as well as the challenge that
might they encountered and how to cope with these issues, a semi-structured
interview was done.
The finding demonstrated that the teachers implemented digital games
during the learning process to review the vocabularies that have been taught. They
also had some various way to implement it such as individually, in pair or in a
group. They used some interactive digital games such as Quizziz, Wordwall,
Twinkl and English Room to teach vocabulary in the classroom. Based on
classroom observation, students showed their active participation and engagement
during the gameplay. All participants of this study believed that by using Digital
Games-Based Learning to teach vocabulary, it can increase students’ engagement
and motivation in the learning process. They can actively involve and be more focus. Since digital games provide colorful and animated picture with numerous
interesting features, it can raise their enjoyment. Additionally, teachers also
emphasized that using digital games can be an effective tool to teach vocabulary
and to enhance students’ vocabulary retention. On the other hand, due to a lack of
resources and the teachers' limited knowledge, the teachers discovered that using
digital games would be challenging. However, it is also required more access in
digital games and supported devices in order to use the digital games effectively.
Therefore, it is crucial to take into account the advancement of technology
integration in education | en_US |