Using a customized board game to improve English learning’s experience and effectiveness

Authors

DOI:

https://doi.org/10.26905/abdimas.v8i3.10905

Keywords:

Board game, COVID-19, Effective language learning, Fun language learning, Teaching English to Young Learners

Abstract

English language learning is an integral part of basic education in Indonesia today. However, not all students have equal opportunities to learn English. Elementary school children in Kucur village, in particular, are among those who lack sufficient access to learning English outside the classroom due to their family circumstances. Fortunately, there is a Learning Center called Cakrawangsa managed by the local youth organization (Karang Taruna) in Krajan hamlet, Kucur village. This center provides educational assistance to students. However, the center lacks permanent human resources to support students in learning English. In 2021, the community engagement team from Ma Chung University conducted once-a-week fun English learning sessions. Based on the evaluation results of the program, the participants greatly enjoyed the fun learning approach delivered by the Ma Chung University community engagement team. However, some students still struggled to memorize English vocabulary and pronounce it accurately. Therefore, the proposing team suggests a supplementary English learning program using an enjoyable method that has the potential to enhance vocabulary mastery. Based on conducted studies, the proposing team has developed a relevant board game tailored to the students' environment as an engaging and effective tool to support English language teaching.

Author Biographies

Ounu Zakiy Sukaton, Department of English Literature, Faculty of Languages and Arts, Ma Chung University

-

Wawan Eko Yulianto, Department of English Literature, Faculty of Languages and Arts, Ma Chung University

-

Melany Melany, Department of English Literature, Faculty of Languages and Arts, Ma Chung University

-

Lilis Lestari Wilujeng, Department of English Literature, Faculty of Languages and Arts, Ma Chung University

-

References

Al Hakim, M. F., & Azis, A. (2021). Peran guru dan orang tua: Tantangan dan solusi dalam pembelajaran daring pada masa pandemic COVID-19. Riwayat: Educational Journal of History and Humanities, 4(1), 16-25. https://doi.org/10.24815/jr.v4i1.19677

Astuti, I. Y., & Harun. (2021). Tantangan guru dan orang tua dalam kegiatan belajar dari rumah anak usia dini pada masa pandemi Covid-19. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 5(2), 1441-1463. https://doi.org/10.31004/obsesi.v5i2.808

Chen, K. Z., & Chi, H. H. (2022). Novice young board-game players’ experience about computational thinking. Interactive Learning Environments, 30(8), 1375-1387. https://doi.org/10.1080/10494820.2020.1722712

Dwi, L. E. (2017). Improving studentsvocabulary mastery through pictionary board game at grade IV B of elementary school 36 Pekanbaru. Al-Ishlah: Jurnal Pendidikan, 9(2), 1–15. https://doi.org/10.35445/alishlah.v9i2.48

Hammerly, H. (1982). Synthesis in second language teaching. Burnaby, BC: Second Language Publications.

Jazuly, A. (2016). Peran bahasa inggris pada anak usia dini. Jurnal Pendidikan Dompet Dhuafa, 6(01), 33-40.

Krashen, S. (1981). Second language acquisition. Second Language Learning, 3(7), 19–39.

Kusumaningrum, S., & Dwitantyanov, A. (2019). Pelatihan pengajaran Bahasa Inggris dengan menggunakan Metode Sing a Song dan Games bagi guru SD/MI Muhammadiyah di Wilayah Kabupaten Sorong. Jurnal Abdimasa Pengabdian Masyarakat, 2(2), 12–17.

Lukitaningtyas, A. C., Adi, E. P., & Susilaningsih, S. (2019). Penerapan permainan scrabble untuk meningkatkan kosakata Bahasa Inggris siswa kelas III di SDK St. Fransiskus Lawang. JKTP: Jurnal Kajian Teknologi Pendidikan, 2(3), 213–223. http://dx.doi.org/10.17977/um038v2i32019p213

Manik, H., Sihite, A. C., Sianturi, F., Panjaitan, S., & Hutauruk, A. J. (2022). Tantangan menjadi guru matematika dengan kurikulum merdeka belajar di masa pandemi omicron covid-19. Edumaspul: Jurnal Pendidikan, 6(1), 328-332. https://doi.org/10.33487/edumaspul.v6i1.3048

Ratminingsih, N. M. (2018). Implementasi board games dan pengaruhnya terhadap hasil belajar bahasa Inggris. Jurnal Ilmu Pendidikan, 24(1), 19–28. http://dx.doi.org/10.17977/um048v24i1p19-28

Sukaton, O. Z., Melany, M., & Wilujeng, L. L. (2022). Community service at Sanggar Belajar Cakrawangsa in Kucur Village, Dau Subdistrict, Malang. Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang, 7(3), 589–598. https://doi.org/10.26905/abdimas.v7i3.7147

Sutarsyah, C. (2017). Pembelajaran Bahasa Inggris sebagai muatan lokal pada sekolah dasar di Provinsi Lampung. Aksara, Jurnal Bahasa dan Sastra, 18(1), 35-43.

Ummulkhair, H. N., Amalia, A. R., & Sutisnawati, A. (2021). Pengaruh penggunaan media Game Vocabulary Quiz Terhadap kosakata Bahasa Inggris di Sekolah Dasar. Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar, 2(1), 155-162.

Wulandari, R., Santoso, S., & Ardianti, S. D. (2021). Tantangan digitalisasi pendidikan bagi orang tua dan anak di tengah pandemi Covid-19 di Desa Bendanpete. Edukatif: Jurnal Ilmu Pendidikan, 3(6), 3839-3851. https://doi.org/10.31004/edukatif.v3i6.1312

Downloads

Published

2023-09-12

How to Cite

Sukaton, O. Z., Yulianto, W. E., Melany, M., & Wilujeng, L. L. (2023). Using a customized board game to improve English learning’s experience and effectiveness. Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang, 8(3), 473–482. https://doi.org/10.26905/abdimas.v8i3.10905

Issue

Section

Social and Humaniora