Main Article Content
Abstract
Background: Pengabdian Kepada Masyarakat (PKM) ini bertujuan memfasilitasi peserta didik untuk berpartisipasi aktif dalam mempelajari kosa-kata Bahasa Inggris dengan cara yang menyenangkan. Hal ini dilakukan sebagai solusi dari permasalahan mitra yaitu rendahnya minat belajar siswa terhadap Bahasa Inggris Metode: Pengajaran kosa-kata Bahasa Inggris dengan menggunakan permainan digital edukatif ini dilakukan dengan cara demonstrasi dan simulasi. Metode observasi dilakukan untuk mengamati partisipasi siswa. Hasil: Hasil kegiatan mengindikasikan bahwa pemanfaatan permainan digital di dalam kelas terbukti menstimulasi minat peserta didik untuk berpartisipasi aktif dalam proses pembelajaran. Hasil latihan siswa dengan nilai rata-rata 8,5 juga membuktikan adanya pengaruh yang signifikan dari permainan digital. Dengan menggunakan platform digital interaktif, peserta didik dapat secara aktif berlatih dan memperkuat kemampuan bahasa mereka dengan cara yang dinamis dan menarik. Kesimpulan: Hasil kegiatan ini menggarisbawahi pentingnya mempromosikan strategi pengajaran yang efektif yang dapat mengoptimalkan hasil pembelajaran dengan pemanfaatan permainan digital ke dalam praktik pedagogis.
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© 2025 Oleh authors. Lisensi Jurnal SOLMA, LPPM-Uhamka, Jakarta. Artikel ini bersifat open access yang didistribusikan di bawah syarat dan ketentuan Creative Commons Attribution (CC BY) license. (http://creativecommons.org/licenses/by/4.0/).
References
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- Aliyu, J., Osman, S., Kumar, J. A., Abdul Talib, C., & Jambari, H. (2022). Students’ Engagement through Technology and Cooperative Learning: A Systematic Literature Review. International Journal of Learning and Development, 12(3), 23. https://doi.org/10.5296/ijld.v12i3.20051
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- Hariffin, A. (2024). Evolution And Impact of Technology Integration on Students’ Achievement, Teachers’ Quality, and School Management. https://www.researchgate.net/publication/387384055
- Ishaka Putra, J., Muh Halilurrahman, L., & Riadi Jaelani, S. (2023). Enhancing English Language Proficiency: Strategies for Improving Student Skills. In JSRET (Journal of Scientific (Vol. 2, Issue 3).
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- Naidoo, K. N. (2024). A Review of the Effectiveness of Educational Digital Game-Based Learning on Students in Tertiary Institutions. European Journal of Teaching and Education, 5(4), 34–47. https://doi.org/10.33422/ejte.v5i4.1174
- Ni’mah, F. (2023). Penerapan Game Edukasi Terhadap Kemampuan Berpikir Kritis Dalam Pembelajaran Abad 21. ILUMINASI: Journal of Research in Education, 1(2).
- Pratama, S. S., & Muhamad Sofian Hadi. (2023). The Vocabulary Building Audio-Visual Media: An Innovation in Vocabulary Expertise. Jurnal Studi Guru Dan Pembelajaran, 6(1).
- Riatmaja, D. S. (2025). Implementasi Gamifikasi Dalam Pembelajaran Untuk Meningkatkan Motivasi Siswa. 6(1).
- Syafiqah Yaccob, N., & Md Yunus, M. (2019). Language Games in Teaching and Learning English Grammar: A Literature Review. Arab World English Journal, 10(1), 209–217. https://doi.org/10.24093/awej/vol10no1.18
- Valentová, M., & Brečka, P. (2023). Assessment of Digital Games in Technology Education. International Journal of Engineering Pedagogy, 13(2), 36–63. https://doi.org/10.3991/ijep.v13i2.35971
References
Abdulrahaman, M. D., Faruk, N., Oloyede, A. A., Surajudeen-Bakinde, N. T., Olawoyin, L. A., Mejabi, O. V., Imam-Fulani, Y. O., Fahm, A. O., & Azeez, A. L. (2020). Multimedia Tools in the Teaching and Learning Processes: A Systematic Review. In Heliyon (Vol. 6, Issue 11). Elsevier Ltd. https://doi.org/10.1016/j.heliyon.2020.e05312
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021a). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021b). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Aliyu, J., Osman, S., Kumar, J. A., Abdul Talib, C., & Jambari, H. (2022). Students’ Engagement through Technology and Cooperative Learning: A Systematic Literature Review. International Journal of Learning and Development, 12(3), 23. https://doi.org/10.5296/ijld.v12i3.20051
Amalia, R., Latief, H., & Yulianti Natsir, R. (2023). Teachers’ Challenges in Implementing Vocabulary Games in English Class for the Tenth Grade of. Journal of Language Testing and Assessment, 3(1), 51–57. https://doi.org/10.56983/jlta.v3i1.312
Bhat, R. A. (2023). The Impact of Technology Integration on Student Learning Outcomes: A Comparative Study. In International Journal of Social Science.
Bo, W. V., Fu, M., & Lim, W. Y. (2023). Revisiting English language proficiency and its impact on the academic performance of domestic university students in Singapore. Language Testing, 40(1), 133–152. https://doi.org/10.1177/02655322211064629
Camacho Vásquez, G., & Ovalle, J. C. (2019). Video Games: Their Influence on English as a Foreign Language Vocabulary Acquisition. GIST – Education and Learning Research Journal, 19, 172–192. https://doi.org/10.26817/16925777.707
Erawati, N. K., & Putu Budi Adnyana. (2024). Implementation of Jean Peaget’s Theory of Contructivism in Learning: A Literature Review. Indonesian Journal of Educational Development (IJED), 5(3).
Hanghøj, T., Kabel, K., & Jensen, S. H. (2022). DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2. L1 Educational Studies in Language and Literature, Speciall Issue. https://doi.org/10.21248/l1esll.2022.22.2.363
Hariffin, A. (2024). Evolution And Impact of Technology Integration on Students’ Achievement, Teachers’ Quality, and School Management. https://www.researchgate.net/publication/387384055
Ishaka Putra, J., Muh Halilurrahman, L., & Riadi Jaelani, S. (2023). Enhancing English Language Proficiency: Strategies for Improving Student Skills. In JSRET (Journal of Scientific (Vol. 2, Issue 3).
Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of Gamification on Motivation and Academic Performance: A Systematic Review. In Education Sciences (Vol. 14, Issue 6). Multidisciplinary Digital Publishing Institute (MDPI). https://doi.org/10.3390/educsci14060639
Jipli, A. N., & Elaklouk, Dr. A. M. S. (2025). Motivating Learners Through Gamification: Effective Game Elements and Key Factors. International Journal of Innovative Technology and Exploring Engineering, 14(4), 27–36. https://doi.org/10.35940/ijitee.D1062.14040325
Juma’h Ahmed, Y., Jameel, A., Mokh, A., & Hamarsha, M. (2020). Exploring the effectiveness of technology integration on students’ motivation and engagement during Covid-19 from teachers’ perspectives: A case study. Ilkogretim Online - Elementary Education Online, 19(4). https://doi.org/10.17051/ilkonline.2020.04.176
Kim, S., Raza, M., & Seidman, E. (2019). Improving 21st-century teaching skills: The key to effective 21st-century learners. Research in Comparative and International Education, 14(1), 99–117. https://doi.org/10.1177/1745499919829214
Klaudia Danu, A., Dwianot Momang, H., Yuliantari, A. P., Sii, P., & Rampung, B. (2024). Pelatihan Penggunaan Aplikasi Multimedia Pembelajaran berbasis Artificial Intelligency (Ai) Guru SMK Elanus Ruteng. Jurnal SOLMA, 13(2), 907–920. https://doi.org/10.22236/solma.v13i2.14775
Munawarah, S., Hayati, S., Fitriyani, W., Rahman, E., Mieyrandha, M., Maharani, L. M., Tegar, J., & Fauzi, I. (2024). Games in Enhancing Productive Skills for EFL Students. EBONY: Journal of English Language Teaching, Linguistics, and Literature, 4(2), 42–51. https://doi.org/10.37304/ebony.v4i2.14032
Naidoo, K. N. (2024). A Review of the Effectiveness of Educational Digital Game-Based Learning on Students in Tertiary Institutions. European Journal of Teaching and Education, 5(4), 34–47. https://doi.org/10.33422/ejte.v5i4.1174
Ni’mah, F. (2023). Penerapan Game Edukasi Terhadap Kemampuan Berpikir Kritis Dalam Pembelajaran Abad 21. ILUMINASI: Journal of Research in Education, 1(2).
Pratama, S. S., & Muhamad Sofian Hadi. (2023). The Vocabulary Building Audio-Visual Media: An Innovation in Vocabulary Expertise. Jurnal Studi Guru Dan Pembelajaran, 6(1).
Riatmaja, D. S. (2025). Implementasi Gamifikasi Dalam Pembelajaran Untuk Meningkatkan Motivasi Siswa. 6(1).
Syafiqah Yaccob, N., & Md Yunus, M. (2019). Language Games in Teaching and Learning English Grammar: A Literature Review. Arab World English Journal, 10(1), 209–217. https://doi.org/10.24093/awej/vol10no1.18
Valentová, M., & Brečka, P. (2023). Assessment of Digital Games in Technology Education. International Journal of Engineering Pedagogy, 13(2), 36–63. https://doi.org/10.3991/ijep.v13i2.35971
