Developing Digital Game-Based Learning in English Class to Enhance Vocabulary
Isnani Fatimah
Introduction
Indonesian people's English proficiency is still considered very low. In 2021,
Indonesia ranked 80th out of 112 countries. These results are obtained from the data of the
English Proficiency Index English First (EF EPI) test, which is followed by participants
around the world who have taken the EF Standard English Test (EF SET). One of the factors
causing the low English proficiency in Indonesia is the lack of interest in reading due to the
influence of technological developments. In contrast to the low number of reading interests, it
is quite concerning that according to data from Hootsuite (We are Social) in 2022.
Indonesians access digital media for more than 8 hours per day.
In that case, digital learning media needs to be developed in English classes. One way
to improve English skills is to increase the English vocabulary. This can be done by using
digital game-based learning (DGBL).
According to (Donmus, 2010, p. 1497), individuals spend a lot of time playing games
to eliminate boredom in life. Online or offline, computer or mobile phone-based games have
been widely introduced to make one's life much more fun and interesting. Games are an
inseparable part of education. Teachers can use games to motivate students to learn English
in fun and not boring way.
Technological developments make it easier for teachers to design games according to
student needs. Wordwall is a platform that provides various exciting features for creating
games. This platform can automatically make one game into multiple types of games. What's
more, we can change the theme, making the game more interesting. Students can also
automatically play games with just one link shared by the teacher. Teachers and students can
also observe students’ English mastery level with the automatic score feature after students
play games. What's more, students and teachers can measure the speed of each student
working on questions with the automatic ranking feature at the end of the game. In addition,
there are various platforms for making educational games, such as Kahoot, Quizizz,
Educandy, [Link], etc.
There are several reasons why teachers are advised to use digital game-based
learning. First, train students to be able to solve problems and think strategically and
independently. Second, helping students to be able to face technological developments in the
future. Third, improve the memory of English vocabulary. Fourth, teachers can create an
attractive, fun learning atmosphere and make it easier for teachers to approach students. Fifth,
encourage students to be more active, communicative, and able to work together. Sixth, train
students in controlling emotions and being supportive. Seventh, increasing student focus on
what is being done. Based on these reasons, this essay aims to consider the development of
digital game-based learning in English to enhance vocabulary.
References:
Donmus, V. (2010). The use of social networks in educational computer-game based foreign
language learning. Procedia – Social and Behavioral Sciences, 2, 1497–1503.
EF Education First. (n.d.). EF English Proficiency Index – Indonesia.
[Link]
Kemp, S. (2022). Digital 2022: Indonesia. Data Reportal.