Marida Nurul Azizah(1*), Ine Rahayu Purnamaningsih(2)

(1) Universitas Singaperbangsa Karawang, Indonesia
(2) Universitas Singaperbangsa Karawang, Indonesia
(*) Corresponding Author


The advancement of technology is assisting humanity in several fields, including education. English is a global language, so learning English is vitally important. In addition, students must master four English skills in order to speak the language fluently: listening, speaking, reading, and writing. It is an irrefutable reality that the majority of students nowadays have access to new technologies that can be utilized at any time and in any location. This enables individuals to incorporate these technological advancements into their daily lives, particularly in the realm of education or learning. Using descriptive qualitative research done through interviews and tracing relevant literature, this research will answer the research question and be presented in a descriptive format. This research examined vocabulary instruction in vocational schools. The conclusion is that games can make learning English easy and fun for students. They can get a feel for words and phrases without having to remember them all by heart or get bored.


Keywords:  Students’ experiences; Learning; Vocabulary; Games



Full Text:



Akbar, A. (2018). English as an International Language and Implication on English Teacher’s Roles And Student English Learning. Ideas: Journal on English Language Teaching and Learning, Linguistics and Literature, 6(2).

Aniza, G. H., Wangi, W., & Wageyono. (2021). The Effect of Spelling Bee Games to Students’ Vocabulary Mastery. LUNAR (Language and Art), 5(1), 941–202.

Creswell, J. W. (2012). Educational research : planning, conducting, and evaluating quantitative and qualitative research. 650.

Huyen, N. T. T., & Nga, K. T. T. (2003). Learning Vocabulary Through Games The Effectiveness of Learning Vocabulary Through Games. The Asian EFL Journal, 5(4).

Jannah, I. M., Kuswari, N., Muna, I., & Nabilla, K. (2020). Exploring the Effects of Using Game on Students’ Vocabulary Mastery: A Case Study in Instructional Material and Media Development Class. 434(Iconelt 2019), 184–190.

Katemba, C. V. (Caroline), & Tampubolon, K. (Kisan). (2011). Improving Vocabualary Achievement Through Total Physical Response Among Grade Four Elementary School Pupils. Journal of Language Pedagogy, 1(2), 16–30.

Rahadianto, P. (2019). Enhancing Vocabulary Mastery Using a Computer-Based Game for Teaching English To Young Learners (Teyl). Journal of English Language Teaching Learning and Literature, 2(2), 58–71.

Rahman, M. F., Rinaldi, R., & Santoso, I. (2019). The Use of Vocabulary Self-Collection Strategy To Improve Students’ Vocabulary Mastery. 2(2).

Rizki, A. F., Wirhayati, S. S., & Pd, M. (2013). Teaching Vocabulary Using Games: a Ase Study At 7 Th Grade Students of Mts Pembangunan Nurul Islam. Jurnal Penelitian Bahasa Dan Sastra, 2(2), 36–55. Penelitian Bahsa %26 Sastra%2C Vol.2 No.2 Des 2013.pdf

Salawazo, I. S., Simbolon, M., Hutabarat, V. E., Veronika, A. N., & Saragih, E. (2020). Analysis of Students’ Vocabulary in Learning English. Linguistic, English Education and Art (LEEA) Journal, 3(2), 469–475.

Santoso, I., Tuckyta, E., Sujatna, S., & Mahdi, S. (2014). Speech act on short stories; a pragmatic study. The International Journal of Social Sciences, 19(1), 108–118. volume/10Imam santoso.pdf

Sari, L. I., & Sutopo, D. (2018). The Effectiveness of Vocabulary Self-Collection and Word Mapping Strategies for Teaching Vocabulary to Maritime Cadets With High and Low Metacognitive Awareness. English Education Journal.

Syarfuni. (2010). The Implementation of Game in Teaching English Vocabulary. Visipena Journal, 1(2), 75–86.


Article Metrics

Abstract view : 59 times
PDF - 23 times


  • There are currently no refbacks.

p-ISSN: 2614-6320

e-ISSN: 2614-6258

 Project by is licensed under a Creative Commons Attribution - Share Alike 4.0 Internasional License.

View My Stats