Luqman Fariz, Maman Suryaman


Technological advances provide vast opportunities for second language learners to access various materials and methods to learn languages. In Indonesia, the 4.0 revolution creates numerous opportunities for educational innovation, especially in learning English as a foreign language (EFL). This study aims to reveal how a student's gaming experience can help him in mastering English vocabulary. The study used a Narrative Inquiry design to explore student's experience in playing video games that provide an alternative way of acquiring English vocabulary. Semi-structured interviews were used to explore student's learning experiences. Based on the thematic analysis, qualitative data showed that the student's learning experience has several positive impacts on the student's vocabulary acquisition. In addition, this study also revealed that the Role-Playing Game (RPG) and Story Rich genres greatly influenced the student's vocabulary acquisition.


Keywords:  Gaming Experience, Vocabulary Mastery, EFL Student, Narrative Inquiry

Full Text:



Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, III(3).

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2).

Brown, R., Waring, R., & Donkaewbua, S. (2008). Incidental vocabulary acquisition from reading, reading-while-listening, and listening to stories. Reading in a Foreign Language, 20(2).

Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31.

Clandinin, D. J. (2006). Narrative inquiry: A methodology for studying lived experience. Research Studies in Music Education, 27(1).

COFFEY, H. (2009). Digital game-based learning. Learn NC.

Cornillie, F., Clarebout, G., & Desmet, P. (2012). The role of feedback in foreign language learning through digital role playing games. Procedia - Social and Behavioral Sciences, 34.

Derakhshan, A., & Davoodi Khatir, E. (2015). The Effects of Using Games on English Vocabulary Learning. Journal of Applied Linguistics and Language Research, 2(3).

Deubel, P. (2006). Game on! Now Educators Can Translate Their Students’ Love of Video Games into the Use of a Valuable, Multifaceted Learning Tool. T.H.E. Journal, 33(6).

Ebrahimzadeh, M., & Alavi, S. (2016). Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games. Cogent Education, 3(1).

Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (2012). Instructional Media and Technology for Learning. International Journal of Distributed and Parallel Systems, 3.

Hornby, A. S., & Cowie, A. P. (1995). Oxford advanced learner’s dictionary. Oxford: Oxford University Press, Vol. 1430, 1331.

Hulstijn, J. H. (2012). Incidental Learning in Second Language Acquisition. In The Encyclopedia of Applied Linguistics.

Irfan, I., Ihsan, D., & Petrus, I. (2016). Using RPG Video Games to Improve English Vocabulary Achievement of the 8th Graders of SMP LTI IGM Palembang. In Sriwijaya University Learning and Education International Conference, Vol. 2, No.

Jhon, A. (2016). Vocabulary Learning in Digital-Game Based Learning Using Sega Genesis Video Games. Proceeding of International Conference on Teacher Training and Education (ICTTE) FKIP UNS 2015, 1(1).

Kerka, S. (2000). Incidental Learning. Trends and Issues Alert No. 18. In ERIC Clearinghouse on Adult, Career, and Vocational Education.

Kurniawati, E. D. (2012). The Use Of Internet–Based Song To Improve Students’vocabulary Mastery. Doctoral Dissertation, SEBELAS MARET UNIVERSITY.

Marcellino, M. (2015). English Language Teaching In Indonesia: A Continuous Challenge In Education And Cultural Diversity. TEFLIN Journal - A Publication on the Teaching and Learning of English, 19(1).

Nation, I. S., & Webb, S. A. (2011). Researching and analyzing vocabulary. MA: Heinle, Cengage Learning.

Rafidiyah, D., Adhitama, M. J., & Wianto, D. (2019). Video Games: An Innovative Way To Master English. TEFLA Journal (Teaching English as Foreign Language and Applied Linguistic Journal).

Rahman, A. A., & Angraeni, A. (2020). Empowering learners with role-playing game for vocabulary mastery. International Journal of Learning, Teaching and Educational Research, 19(1).

Rahmawati, N. (2012). Difficulties in English vocabulary learning experienced by the eighth grade students of SMP Negeri 1 Borobudur in the academic year of 2011/2012. Yogyakarta: University of Yogyakarta.

Rahmi, M. M., & Erlinda, R. (2014). Developing Students’ Language Awareness through Discovery Learning in English Language Teaching. Proceedings of ISELT FBS Universitas Negeri Padang.

Rasti-Behbahani, A., & Shahbazi, M. (2020). Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning.

Richard-Amato, P., A. (1996). Making it happen. New York: Addison Wesley Publishing Group.

Richards, J. C., & Renandya, W. A. (2002). Methodology in language teaching: An anthology of current practice. Cambridge University Press, 255.

Rohmatillah. (2014). A Study On Students’ Difficulties In Learning Vocabulary Rohmatillah Institut Agama Islam Negeri (IAIN) Raden Intan Lampung. Institut Agama Islam Negeri (IAIN) Raden Intan Lampung, 6.

Schmitt, N. (2010). Researching vocabulary: A vocabulary research manual. New York: Palgrave Macmillan., 4.

Souriyavongsa, T., Rany, S., Jafre Zainol Abidin, M., & Lai Mei, L. (2013). Factors Causes Students Low English Language Learning: A Case Study in the National University of Laos. International Journal of English Language Education, 1(1).

Tomlinson, B. (2012). Materials development for language learning and teaching. In Language Teaching (Vol. 45, Issue 2).

Uzun, L. (2009). An {Evaluative} {Checklist} for {Computer} {Games} {Used} for {Foreign} {Language} {Vocabulary} {Learning} and {Practice}: {Vocaword} {Sample}. Novitas-ROYAL, 3(1).

Vahdat, S., & Behbahani, A. R. (2013). The Effect of Video Games on Iranian EFL Learners’ Vocabulary Learning. Reading Matrix: An International Online Journal, 13(10).

Widodo, H. P. (2014). Methodological Considerations in Interview Data Transcription. International Journal of Innovation in English Language, 3(1).

Yue, N. (2017). Computer multimedia assisted English vocabulary teaching courseware. International Journal of Emerging Technologies in Learning, 12(12).

Ziyu, L., & Jing, X. (2019). Study on the strategy of improving self-learning ability of College Students. SHS Web of Conferences, 60.



  • 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