Revolutionizing Children's English Vocabulary Acquisition: The Power of Educational Games

Authors

  • Fitria Aprilia Universitas Bina Darma, Indonesia
  • Neisya Neisya Universitas Bina Darma, Indonesia
  • Alni Ayu Rizkiani Universitas Bina Darma, Indonesia

DOI:

https://doi.org/10.29240/ef.v8i1%20May.8226

Keywords:

English vocabulary, children, language acquisition, educational games

Abstract

Language learners' proficiency heavily relies on their grasp of English vocabulary. Proficiency in vocabulary corresponds to improve language skills. This research delves into the profound impact of educational games on English vocabulary acquisition, shedding light on the positive influence these games wield on children's linguistic development. Employing a descriptive qualitative case study approach rooted in Skinner's theory, this research extracts data through direct observation. The subsequent analysis involves a series of steps: identifying words acquired by children from the educational game "My Talking Tom," categorizing the amassed vocabulary, juxtaposing the data, transcribing children's pronunciation of the vocabulary, and ultimately drawing insightful conclusions. The findings of this investigation unveil a notable surge in vocabulary acquisition attributable to the "My Talking Tom" game, underscoring its favorable influence on children.

Downloads

Download data is not yet available.

Author Biography

Fitria Aprilia, Universitas Bina Darma

English Literature Study Program. https://orcid.org/ 0000-0002-2439-6607

References

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.

Aprilia, F. (2021). Akuisisi fonologi anak usia 20 bulan dalam konteks percakapan sehari-hari: sebuah tinjauan psikolinguistik. Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 17(2), 247-254.

Aprilia, F. (2022). Acquisition of early childhood phonology: a case study of a 24 months toddler in Palembang. English Community Journal, 6(1), 16-22.

Aprilia, F., Neisya., & Sonia, F. (2023). Word formation process in Adele’s “30†song album: A comprehensive morphological analysis. Retorika: Jurnal Ilmu Bahasa, 9(1), 125-134.

Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social and Behavioral Sciences, 98(24), 286-291.

Arifin, S., Hermoyo, R. P., & Ridlwan, M. (2023). Dampak film spongebob dan game online terhadap pemerolehan bahasa kedua anak usia 6 tahun. Prosiding Samasta.

Dhieni, N., Fridani, L., & Psych, S. P. M. (2017). Hakikat Perkembangan Bahasa Anak. Paud Module. Retrieved from https://pustaka.ut.ac.id/lib/wp-content/uploads/pdfmk/PAUD410602-M1.pdf

Fatmawati, S. R. (2015). Pemerolehan bahasa pertama anak menurut tinjauan psikolinguistik. Lentera, 17(1). 429-430.

Harisma, R. (2022). Modul Vocabulary (Vol. 1). Umsu Press.

Hafifah, S., Adawiyah, R., & Putra, D. A. K. (2022). Dampak game online terhadap pemerolehan bahasa kedua pada anak. Mardibasa: Jurnal Pembelajaran Bahasa dan Sastra Indonesia, 2(1), 19-35.

Huda, N. (2017). Model pemerolehan bahasa Arab sebagai bahasa asing pada peserta didik non-native speaker (kajian teori psikolinguistik). Nidhomul Haq: Jurnal Manajemen Pendidikan Islam, 2(2), 95-105.

Julianto, S. (2018). Pemaknaan life satisfaction pada anak laki-laki dalam keluarga orangtua tunggal (Doctoral Dissertation, Unika Soegijapranata Semarang).

Kacetl, J., & Klímová, B. (2019). Use of smartphone applications in english language learning—A challenge for foreign language education. Education Sciences, 9(3), 1-9

Kaharuddin, K., & Yuliartati, Y. (2021). Kajian pembelajaran bahasa (psikolinguistik) di UPT SMA Negeri 12 Bulukumba. Jurnal Keguruan dan Ilmu Pendidikan, 10(2), 7-9.

Karagoz, E., & Cobanoglu, H. K. (2022). Design of Common European Framework of Reference for languages (CEFR) based web platform for learning english through video scenes. Mehmet Akif Ersoy Üniversitesi Uygulamalı Bilimler Dergisi, 6(1), 78-91.

Lestari, A., & Maria, L. A. S. (2013). Pemerolehan kosakata bahasa Indonesia anak usia 3-6 tahun pada Pendidikan Anak Usia Dini Bina Harapan. Jurnal Bahasa, Sastra dan Pembelajarannya, 3(1), 151-162.

Levitt, H. M., Bamberg, M., Creswell, J. W., Frost, D. M., Josselson, R., & Suárez-Orozco, C. (2018). Journal article reporting standards for qualitative primary, qualitative meta-analytic, and mixed methods research in psychology: The APA Publications and Communications Board task force report. American Psychologist, 73(1), 26–46

Lisnawati, I. (2008). Psikolinguistik dalam Pembelajaran Bahasa. Educare.

Neisya, N., Aprilia, F., & Anita, A. (2023). The Subaltern’s voices in the Rupi Kaur’s selected poems: A reflection of multicultural education. Indonesian Research Journal in Education |IRJE|, 7(1), 136-147.

Perveen, A., Asif, M., Mehmood, S., Khan, M. K., & Iqbal, Z. (2016). Effectiveness of language games in second language vocabulary acquisition. Science International, 28(1). 633-637.

Prastius, E. (2020). Pengaruh game online terhadap kemampuan berbahasa Inggris. Computer Based Information System Journal, 8(2), 29-36.

Putri, N. E., Susanto, A., & Nur, T. (2022). Pengaruh konten Youtube gaming terhadap pemerolehan bahasa anak usia tiga sampai enam tahun. Perspektif, 1(5), 460-470.

Rani, D., Hasibuan, E. J., & Barus, R. K. I. (2018). Dampak game online Mobile Legends: Bang Bang terhadap mahasiswa. Perspektif, 7(1), 6-12.

Ramdhani, M. I., & Amalia, S. (2023). Pocket Book of Linguistics. Yayasan Corolla Education Centre.

Sagala, R. W. (2019). Language acquisition pada anak periode linguistik. Serunai: Jurnal Ilmiah Ilmu Pendidikan, 5(1), 84-89.

Schmitt, N. (2019). Understanding vocabulary acquisition, instruction, and assessment: A research agenda. Language Teaching, 52(2), 261-274.

Sharp, J., & Thomas, D. (2019). Fun, taste, & games: An aesthetics of the idle, unproductive, and otherwise playful. MIT Press.

Suplig, M. A. (2017). Pengaruh kecanduan game online siswa SMA kelas X terhadap kecerdasan sosial sekolah kristen swasta di Makassar. Jurnal Jaffray, 15(2), 177-200.

Sunandari, S., Nurhudayah, A. A., Ayuni, D., & Baharuddin, N. (2023). Pengaruh game online terhadap perbendaharaan kata siswa di Sekolah Dasar. Journal on Education, 5(4), 11685-11690.

Ulfiah, F. (2020). Enriching students’english vocabulary using “Hello English†application. (Undergraduate Thesis, Universitas Muhammadiyah Makassar).

Winarni, D. S., Naimah, J., & Widiyawati, Y. (2019). Pengembangan game edukasi Science Adventure untuk meningkatkan keterampilan pemecahan masalah siswa. Pendidikan Sains Indonesia jounal, 7(2), 91-100.

Wiratno, T., & Santosa, R. (2014). Bahasa, Fungsi bahasa, dan Konteks Sosial. Modul Pengantar Linguistik Umum. Retrieved from http://repository.ut.ac.id/4240/1/BING4214-M1.pdf.

Downloads

Published

2024-05-31

How to Cite

Aprilia, F., Neisya, N., & Rizkiani, A. A. (2024). Revolutionizing Children’s English Vocabulary Acquisition: The Power of Educational Games. ENGLISH FRANCA : Academic Journal of English Language and Education, 8(1), 91–100. https://doi.org/10.29240/ef.v8i1 May.8226

Citation Check