Sastra, Kosakata, dan Gamifikasi: Sebuah Eksplorasi Literasi Bahasa Inggris untuk Anak

  • Eliasanti Agustina Elia Universitas PGRI Adibuana Surabaya
  • Rahmat Setiawan Universitas PGRI Adibuana Surabaya
  • Fajar Susanto Universitas PGRI Adibuana Surabaya
  • Ferra Dian Andanty Universitas PGRI Adibuana Surabaya
Keywords: Literature,Gamification , English Language

Abstract

Tujuan dari artikel pengabdian ini adalah untuk mengeksplorasi pemanfaatan sastra, khususnya dongeng dan permainan Tebak Kata sebagai alternatif pembelajaran kosakata yang efektif dan menyenangkan bagi anak-anak usia dini. Metode yang digunakan dalam pengabdian ini adalah metode terpadu (mixed method) dengan pendekatan Explanatory Sequential Design (pengumpulan data kuantitatif melalui survei kepada 20 mahasiswa pengajar dilanjutkan dengan pengumpulan data kualitatif melalui wawancara dengan 3 narasumber). Survei menggunakan skala Likert dan wawancara semi-struktural untuk menggali persepsi dari mahasiswa pengajar. Data dari keduanya dianalisis dengan analisis data terpadu (mixed-method analysis) dengan model analisis interaktif. Kegiatan pengabdian ini dilaksanakan di Masjid Al-Ikhlas, Prima Garden Estate, Kecamatan Sukodono, Kabupaten Sidoarjo, Jawa Timur, selama tiga minggu pada bulan April 2025. Hasil dari kegiatan pengabdian ini menunjukkan bahwa mayoritas pengajar (85%-90%) merasa bahwa penggunaan dongeng dan permainan Tebak Kata sangat efektif dalam membantu anak-anak mengingat dan memahami kosakata baru, serta meningkatkan minat mereka dalam belajar. Meskipun terdapat tantangan dalam menjaga fokus anak-anak dan mengajarkan kosakata yang lebih kompleks, metode ini terbukti lebih disukai oleh anak-anak dibandingkan dengan metode pengajaran konvensional.

References

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Parvareshbar, F., & Ghoorchaei, B. (2016). The Effect of Using Short Stories on Vocabulary Learning of Iranian EFL Learners. Theory and Practice in Language Studies, 6(7). https://doi.org/10.17507/tpls.0607.20

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Anggraini, A. (2021). Teaching English Vocabulary for Young Learners Using Electronic Word Gueesing Game. VELES Voices of English Language Education Society, 5(2). https://doi.org/10.29408/veles.v5i2.3873

Bakti, K. N. N. (2018). Vocabulary Learning Strategies Used by Junior High School Students. Indonesian Journal of English Language Studies (IJELS), 3(2). https://doi.org/10.24071/ijels.v3i2.1064

Bhatti, M. S., Iqbal, A., Rafique, Z., Noreen, S., & Tabassum, F. (2022). Short stories as an innovative EFL teaching technique to improve Pakistani elementary students’ English vocabulary. Journal on English as a Foreign Language, 12(2). https://doi.org/10.23971/jefl.v12i2.4060

Boy Jon, R., Embong, R., Purnama, B., & Safar Wadi, A. (2021). The Challenges of English Language Teaching in Indonesia. International Journal of English and Applied Linguistics (IJEAL), 1(3). https://doi.org/10.47709/ijeal.v1i3.1157

de Rijke, V. (2021). Reading children’s literature. Education 3-13, 49(1). https://doi.org/10.1080/03004279.2020.1824703

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Kwan, Y. H. (2023). Guess the Right Word: A Review of the Language Game Wordle. In RELC Journal. https://doi.org/10.1177/00336882231192121

La Cruz, K. M. L. De, Noa-Copaja, S. J., Turpo-Gebera, O., Montesinos-Valencia, C. C., Bazán-Velasquez, S. M., & Pérez-Postigo, G. S. (2023). USE OF GAMIFICATION IN ENGLISH LEARNING IN HIGHER EDUCATION: A SYSTEMATIC REVIEW. Journal of Technology and Science Education, 13(2). https://doi.org/10.3926/jotse.1740

Laila, F. N., Adityarini, H., & Maryadi, M. (2023). Challenges and Strategies in Teaching English Speaking Skills to Young Learners: Perspectives of Teachers in Indonesia. VELES (Voices of English Language Education Society), 7(3). https://doi.org/10.29408/veles.v7i3.24030

Latkovska, E., & Cine, A. (2022). Gamification Elements in English Lessons to Encourage Young Learners’ Communication in a Foreign Language. https://doi.org/10.22364/htqe.2022.46

Lee, J. Y., & Baek, M. (2023). Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. In Sustainability (Switzerland) (Vol. 15, Issue 14). https://doi.org/10.3390/su151411325

Luarn, P., Chen, C. C., & Chiu, Y. P. (2023). Enhancing intrinsic learning motivation through gamification: a self-determination theory perspective. International Journal of Information and Learning Technology, 40(5). https://doi.org/10.1108/IJILT-07-2022-0145

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Parvareshbar, F., & Ghoorchaei, B. (2016). The Effect of Using Short Stories on Vocabulary Learning of Iranian EFL Learners. Theory and Practice in Language Studies, 6(7). https://doi.org/10.17507/tpls.0607.20

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Thi, P., Van, T., Thi, L., Tran, B., & Khang, N. D. (2022). The impacts of using short stories for vocabulary learning. In International Journal of Early Childhood Special Education (INT-JECSE (Vol. 14).

Treewong, P. (2023). Fairy Tales and Promotion of Early Childhood Development. Rajabhat Chiang Mai Research Journal, 24(3). https://doi.org/10.57260/rcmrj.2023.264131

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Published
2025-08-05
Section
Articles