Date Log
Enhancing Children’s Speaking Skills through Game-Based Learning
Bakti Budaya: Jurnal Pengabdian kepada Masyarakat,
Vol 9 No 1 (2026): 2026: Edisi 1
Abstract
This study aims to evaluate the implementation of Game-Based Learning (GBL) to enhance speaking skills and vocabulary acquisition among young EFL learners at Domby Kid’s Hope 1, Yogyakarta. The problem addressed in this study is the low motivation and limited active use of English, particularly in speaking. To address this issue, GBL was implemented through activities like Duduk Senang and Animal Guessing, designed to increase student engagement and reduce anxiety when speaking. The method used was a descriptive qualitative approach, with data collected through pre- and post-tests, classroom observation, and reflective evaluation. The results showed that GBL successfully improved students' ability to recognize and use English vocabulary related to numbers and animals, as well as increased their confidence in speaking. All students showed significant progress after engaging in GBL activities. The implications of this study suggest that GBL can serve as an effective and enjoyable alternative to traditional language teaching, especially in non-formal education settings, and can contribute to the development of more engaging language teaching methodologies for young learners.
===
Penelitian ini bertujuan untuk mengevaluasi penerapan Game-Based Learning (GBL) dalam meningkatkan keterampilan berbicara dan penguasaan kosakata pada pelajar bahasa Inggris usia dini di Domby Kid’s Hope 1, Yogyakarta. Masalah yang dihadapi adalah rendahnya motivasi belajar dan keterbatasan dalam penggunaan Bahasa Inggris secara aktif, terutama dalam berbicara. Untuk mengatasi hal ini, GBL diterapkan melalui aktivitas permainan seperti Duduk Senang dan Tebak Hewan, yang dirancang untuk meningkatkan keterlibatan siswa dan mengurangi kecemasan saat berbicara. Metode yang digunakan adalah pendekatan deskriptif kualitatif dengan pengumpulan data melalui tes awal dan akhir, observasi, serta evaluasi reflektif. Hasil penelitian menunjukkan bahwa GBL berhasil meningkatkan kemampuan siswa dalam mengenali dan menggunakan kosakata bahasa Inggris terkait angka dan hewan, serta meningkatkan rasa percaya diri dalam berbicara. Semua siswa menunjukkan kemajuan signifikan setelah mengikuti aktivitas GBL. Implikasi dari kegiatan ini menunjukkan bahwa GBL dapat menjadi alternatif yang efektif dan menyenangkan dalam pengajaran Bahasa Inggris, terutama di lingkungan pendidikan non-formal, dan dapat memberikan kontribusi dalam pengembangan metodologi pengajaran bahasa yang lebih menarik bagi pelajar muda.
Keywords
Download Citation
Endnote/Zotero/Mendeley (RIS)BibTeX
- Afzal, N. (2019). A study on vocabulary-learning problems encountered by BA English majors at the university level of education. Arab World English Journal, 10(3), 81–98. https://doi.org/10.24093/awej/vol10no3.6
- 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
- Driscoll, M. P. (2005). Psychology of learning for instruction (3rd ed.). Pearson Allyn & Bacon.
- Ghazy, A., Wajdi, M., Sada, C., & Ikhsanudin, I. (2021). The use of game-based learning in English class. Journal of Applied Studies in Language, 5(1), 67–78. https://doi.org/10.31940/jasl.v5i1.2400
- Hidayat, R. (2018). Game-Based Learning: Academic games sebagai metode penunjang pembelajaran kewirausahaan. Buletin Psikologi, 26(2), 71–85.
- Keodara, K. (2019). The implementation of game-based learning to improve English in Cambodia. Journal of Language and Linguistic Studies, 15(4), 1231–1242.
- Kristiawan, Y. A., Adhitya, G. N., Hasanah, A. N., & Lestari, S. E. (2024, September 21). The impact of task-based language teaching to students’ speaking skill of Domby Kid’s Hope. In Proceedings of the 1st International Conference on Social Sciences and Economics (IConSE): Contribution of Social Sciences and Economics for Sustainable Future (pp. 1–10). Universitas Respati Yogyakarta. https://prosiding.respati.ac.id/index.php/PSN/article/view/273/265
- 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
- Piaget, J. (1952). The origins of intelligence in children (M. Cook, Trans.). International Universities Press.
- Topping, K. J., & Ehly, S. W. (1998). Peer-assisted learning. Lawrence Erlbaum Associates.
- Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds.). Harvard University Press.
- Yee, L. Y., & Aziz, A. A. (2022). Rescue Yonna: Game-based learning in enhancing secondary 4 students’ English vocabulary.