Digital Game-Based Learning in Enhancing English Vocabulary: A Systematic Literature Review

Penulis

  • Fitri Dwi Prastiwi Universitas Negeri Semarang
  • Tria Dewi Lestari Universitas Negeri Semarang

DOI:

https://doi.org/10.31004/jpion.v4i2.382

Kata Kunci:

Digital Game-Based Learning, Vocabulary, EFL Learners, Systematic Literature Review

Abstrak

Penelitian ini mengeksplorasi faktor-faktor utama yang mempengaruhi efektivitas Pembelajaran Berbasis Permainan Digital (DGBL) dalam meningkatkan penguasaan kosakata bahasa Inggris di kalangan pelajar EFL. Dengan menggunakan Tinjauan Literatur Sistematis (SLR) di bawah kerangka kerja PRISMA, total 206 artikel ditemukan, tetapi hanya 18 artikel yang memenuhi syarat untuk tinjauan sejawat. Kami memilih rentang tahun yang diterbitkan antara 2016 dan 2025 untuk memastikan dimasukkannya temuan penelitian terbaru dan metodologi yang mencerminkan tren saat ini dan kemajuan teknologi di lapangan. Hasil penelitian menunjukkan bahwa DGBL secara signifikan meningkatkan pembelajaran kosakata dengan meningkatkan motivasi, keterlibatan, dan retensi. Aspek teknologi seperti interaktivitas, aksesibilitas, dan fitur adaptif, serta elemen pedagogis seperti pembelajaran yang diatur sendiri dan keterlibatan emosional, sangat penting. Teori Beban Kognitif membantu menjelaskan peran kompleksitas permainan dan perancah. Terlepas dari manfaatnya, DGBL menghadapi tantangan seperti kesenjangan literasi digital dan masalah infrastruktur. Studi ini menawarkan wawasan praktis bagi para pendidik dan merekomendasikan penelitian lebih lanjut tentang game yang digerakkan oleh AI dan motivasi jangka panjang dalam pengaturan EFL.

 

Referensi

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Diterbitkan

2025-06-04

Cara Mengutip

Prastiwi, F. D., & Lestari, T. D. (2025). Digital Game-Based Learning in Enhancing English Vocabulary: A Systematic Literature Review. Jurnal Penelitian Ilmu Pendidikan Indonesia, 4(2), 349–358. https://doi.org/10.31004/jpion.v4i2.382

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