Pengalaman siswa dalam pembelajaran bahasa inggris melalui aktivitas game-based learning

Authors

  • Rofi'atul Mauliddina Mahasiswa

Keywords:

Game-Based Learning, English Language Learning, Student Experiences, Learning Motivation, Student Participation

Abstract

This study examines students’ experiences in learning English through Game-Based Learning activities. The study aims to describe students’ experiences, the benefits they perceived, the challenges they faced, and their expectations regarding the use of Game-Based Learning in English language instruction. This study employs a qualitative descriptive method involving six students who have previously participated in English language learning through Game-Based Learning activities. Data were collected via online interviews using the WhatsApp application, and the obtained data were subsequently analyzed using thematic analysis. The results indicate that students have positive experiences with the use of Game-Based Learning in English language learning. Students felt that learning became more enjoyable, interactive, and less boring compared to conventional learning. Nevertheless, some students still face challenges such as time constraints when answering questions, difficulty understanding certain vocabulary, and technical issues with digital games. Additionally, students liked various aspects of the game activities, such as the presence of challenges, opportunities to interact and collaborate with peers, and the immediate feedback received. Overall, the use of Game-Based Learning provided a positive learning experience, and students hope that game activities can be implemented more frequently in English language learning because they create a more engaging learning environment.

Downloads

Download data is not yet available.

References

Arimbi Pamungkas1, A. T. (2022). Menigkatkan Religiusitas Siswa Sekolah Menengah Pertama Melalui Aplikasi Kahoot dalam Pembelajaran Bahasa Inggris. Students’ Difficulties at Elementary School in Increasing Literacy Ability, 4(1).

Athiyyah, A., & Amalia, E. (2024). Penggunaan Metode Pembelajaran Game Based Learning (GBL) untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan Islam Kelas VII D MTs Negeri 1 Ciamis. Jurnal Kreativitas Mahasiswa, 2(1).

Dhorifah, A., & Sari, U. A. (2025). PENGARUH MODEL GAME BASED LEARNING TERINTEGRASI ARTIFICIAL INTELLIGENCE DENGAN MEDIA QUIZWHIZZER UNTUK MENINGKATKAN COLLABORATIVE SKILL SISWA. Dinamika Sosial: Jurnal Pendidikan Ilmu Pengetahuan Sosial, 4(3). https://repository.uin-malang.ac.id/25423/

Handikaningtyas, T., Ulfa, S., Slamet, T. I., & ... (2025). Game-Based Learning and Multimodal Media in English Vocabulary Learning: A Systematic Literature Review. Edcomtech: Jurnal ….

Hermawan, W. (2024). Sosialisasi Pemanfaatan Game Base Learning (GBL) Dalam Pembelajaran di SMP N 2 Ngronggot. Community Development Journal : Jurnal Pengabdian Masyarakat, 5(1).

Muliawan, S. A., Fauzi, I., Nugraha, R. F., Nasution, H. M., & Jami, S. V. Y. (2025). Penerapan Game-Based Learning Untuk Peningkatan English Vocabulary di LKSA Yayasan Panti Asuhan Sumber Karya El Ministry. Jurnal Pengabdian Masyarakat Bhinneka, 3(4). https://doi.org/10.58266/jpmb.v3i4.299

Pratiwi, A., Nurgarizah, A. S., Zahdu, J., Fitriyani, K., & Haqiqi, N. K. (2025). Model Pembelajaran Game Based Learning Untuk Meningkatkan Kualitas Guru Di SD Negeri Sudimanik, Kecamatan Cibaliung , Pandeglang - Banten. Jurnal Respon Komunitas Dan Pemberdayaan, 3(1).

Qotrunnada, N., & Sari, U. A. (2022). IMPLEMENTATION GAME BASED LEARNING MODEL IN BUILDING STUDENT SOCIAL COMPETENCE. https://repository.uin-malang.ac.id/14385/

Rahmadani, F. G., Saman, T. N., & Bahing. (2024). Students’ Perception of Game-Based Learning Using Kahoot! In Learning English. EBONY: Journal of English Language Teaching, Linguistics, and Literature, 4(1). https://doi.org/10.37304/ebony.v4i1.12442

Risa Palupi, S., & Suaedi, H. (2025). Model Pembelajaran Berbasis Game-Based Learning untuk Meningkatkan Motivasi Belajar dan Memfasilitasi Pembelajaran Aktif Siswa Kelas XI SMA Negeri 5 Jember pada Materi Unsur Intrinsik Cerita Pendek. Jurnal Pendidikan Tambusai.

Sudesi, A. R., Baharuddin, U., & Hasan, N. (2025). Penggunaan Game Based Learning “Educaplay” Sebagai Evaluasi Pembelajaran Qiro’ah Di Perguruan Tinggi Malang. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(2). https://repository.uin-malang.ac.id/23927/

Published

2026-11-02

How to Cite

Mauliddina, R. (2026). Pengalaman siswa dalam pembelajaran bahasa inggris melalui aktivitas game-based learning. Maliki Interdisciplinary Journal, 4(11), 2016–2025. Retrieved from https://urj.uin-malang.ac.id/index.php/mij/article/view/33370

Issue

Section

Articles