Meningkatkan Motivasi dan Kemampuan Bahasa Siswa SMK melalui Pembelajaran Berbasis Permainan
DOI:
https://doi.org/10.35194/je.v7i1.6177Keywords:
Game-based learning, Kemampuan bahasa Inggris, Motivasi, Siswa SMKAbstract
Kemampuan berbicara bahasa Inggris memberikan nilai tambah bagi generasi muda, terutama pada dunia perkuliahan dan dunia kerja. Namun, rendahnya motivasi belajar dan keterbatasan kemampuan berbahasa Inggris masih menjadi hambatan utama bagi siswa sekolah menengah kejuruan. Pembelajaran berbasis permainan (game-based learning) dipandang sebagai salah satu pendekatan yang mampu meningkatkan motivasi, keterlibatan, dan minat siswa dalam belajar bahasa Inggris. Kegiatan pengabdian ini bertujuan meningkatkan motivasi dan kemampuan berbicara bahasa Inggris siswa melalui penerapan game-based learning yang dipadukan dengan sesi berbagi pengalaman dari praktisi. Kegiatan dilaksanakan di SMK Karya Guna 2 Bekasi pada 3 Agustus 2024 dengan melibatkan 72 siswa dari beberapa SMK dan SMA di Kota Bekasi sebagai mitra. Metode yang digunakan meliputi permainan bahasa, diskusi, praktik langsung, dan wawancara. Evaluasi dilakukan melalui kuesioner berskala Likert yang terdiri atas lima butir serta wawancara singkat dengan peserta. Hasil evaluasi menunjukkan respons positif peserta berkisar antara 80% hingga 100%, dengan penilaian tertinggi pada kejelasan penyampaian materi dan 80% peserta menyatakan minat untuk terus belajar bahasa Inggris setelah kegiatan. Kegiatan ini berkontribusi dalam meningkatkan motivasi belajar bahasa Inggris siswa sekaligus menjadi model pelatihan yang dapat direplikasi pada sekolah menengah kejuruan lain untuk meningkatkan daya saing lulusan di dunia kerja.
References
Adara, R. A., Budiman, R., & Hartini, T. (2022). Meningkatkan kemampuan berbicara dan motivasi melalui public speaking dan pelatihan TOEFL ITP. Journal of Empowerment, 3(1), 65–76. https://doi.org/10.35194/je.v3i1.2036
Adara, R. A., & Hartini, T. (2022). Mengembangkan minat dan motivasi berbicara dalam bahasa Inggris melalui storytelling. Journal of Empowerment, 2(2), 199–208. https://doi.org/10.35194/je.v2i2.1832
Adara, R. A., Hartini, T., & Dwi Aksa, Y. A. (2022). Memberdayakan siswa di Pesantren Motivasi Indonesia melalui pelatihan structure and written expressions pada TOEFL ITP. Journal of Empowerment, 3(2), 133–142. https://doi.org/10.35194/je.v3i2.2703
Adara, R. A., Nuryadi, N., Priharrtini, S., Budiman, R., Puspahaty, N., & Ramadhan, M. F. (2023). Pelatihan English for tourism untuk Kampung Adat Kranggan. Journal of Empowerment, 4(2), 107–116. https://doi.org/10.35194/je.v4i2.3578
Adara, R. A., Puspahaty, N., Nuryadi, N., & Utama, W. (2021). Demotivation factors' differences of high school EFL learners during Covid-19 pandemic: A quantitative study. EnJourMe (English Journal of Merdeka): Culture, Language, and Teaching of English, 6(2), 100–110. https://doi.org/10.26905/enjourme.v6i2.6519
Adzmi, N. A., Bidin, S., Selvaraj, B., & Saad, S. (2024). The role of gamification in enhancing engagement and motivation in language learning. International Journal of Research and Innovation in Social Science, 8(9), 2402–2411. https://doi.org/10.47772/IJRISS.2024.8090197
Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881
Arzhangi, M., & Ghanizadeh, A. (2025). The impact of game-based learning (GBL) on EFL learners' buoyancy, directed motivational currents (DMCs), and language learning. International Journal of Instruction, 18(1), 679–694. https://doi.org/10.29333/iji.2025.18138a
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), 158–168. https://doi.org/10.47709/ijeal.v1i3.1157
Cheng, J., Lu, C., & Xiao, Q. (2025). Effects of gamification on EFL learning: A quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates. Frontiers in Psychology, 16, 1448916. https://doi.org/10.3389/fpsyg.2025.1448916
Clement, A. (2018). English for the workplace: The importance of English language skills for effective performance. The English Classroom, 20(1), 1–15. https://www.researchgate.net/publication/328353901
EF Education First. (2023). EF English Proficiency Index 2023. https://www.ef.com/epi
Fadhil, M. F., Septiana, E., Sawitri, O., Abdillah, R., Syahfutra, W., & Nurafrezah, N. (2025). The role of English proficiency in supporting academic achievement and career opportunities of university students. Widya Accarya, 16(1), 36–41. https://doi.org/10.46650/wa.16.1.1645.36-41
Hwang, G.-J., & Chang, C.-C. (2025). A self-determination theory-based digital gaming approach to enhancing EFL learners' competence in applying professional English. Educational Technology Research and Development, 73, 1205–1223. https://doi.org/10.1007/s11423-024-10445-y
Jääskä, E., Lehtinen, J., Kujala, J., & Kauppila, O. (2022). Game-based learning and students' motivation in project management education. Project Leadership and Society, 3, 100055. https://doi.org/10.1016/j.plas.2022.100055
Jia, W., Pack, A., Guan, Y., Zhang, L., & Zou, B. (2025). The influence of game-based learning media on academic English vocabulary learning in the EFL context. Computer Assisted Language Learning, 38(5–6), 1341–1365. https://doi.org/10.1080/09588221.2023.2276800
Kirkpatrick, D. L., & Kirkpatrick, J. D. (2006). Evaluating training programs: The four levels (3rd ed.). Berrett-Koehler.
Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 22(140), 1–55.
Malik, H., Humaira, M. A., Komari, A. N., Fathurrochman, I., & Jayanto, I. (2021). Identification of barriers and challenges to teaching English at an early age in Indonesia: An international publication analysis study. Linguistics and Culture Review, 5(1), 217–229. https://doi.org/10.21744/lingcure.v5n1.1485
Moradi, M., & Noor, N. F. B. M. (2022). The impact of problem-based serious games on learning motivation. IEEE Access, 10, 8339–8349. https://doi.org/10.1109/ACCESS.2022.3140434
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177
Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method. Frontiers in Psychology, 12, 749837. https://doi.org/10.3389/fpsyg.2021.749837
Poedjiastutie, D., Mayaputri, V., & Arifani, Y. (2021). Socio-cultural challenges of English teaching in remote areas of Indonesia. TEFLIN Journal, 32(1), 97–116. https://doi.org/10.15639/teflinjournal.v32i1/97-116
Rahmah, H., & Purnawa, A. (2026). Enhancing EFL students' learning motivation through digital game-based learning: A classroom action research study. Journal of Innovation and Research in Primary Education, 5(1), 2099–2110. https://doi.org/10.56916/jirpe.v5i1.3336
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Tian, F., Yan, D. (A.), & Umar, I. N. (2026). Bridging language and discipline: The impact of digital game-based learning on technical vocabulary acquisition and motivation. Journal of Educational Computing Research. https://doi.org/10.1177/07356331251414550
Wedyan, M., Falah, J., Elshaweesh, O., Alfalah, S. F. M., & Alazab, M. (2022). Augmented reality-based English language learning: Importance and state of the art. Electronics, 11(17), 2692. https://doi.org/10.3390/electronics11172692
Whitton, N. (2012). Games-based learning. In N. M. Seel (Ed.), Encyclopedia of the sciences of learning (pp. 1337–1340). Springer. https://doi.org/10.1007/978-1-4419-1428-6_437
Xhemaili, M. (2022). The importance of the English language in public diplomacy and international relations. Journal of Liberty and International Affairs, 8(1), 322–339. https://doi.org/10.47305/JLIA2281322x
Zhou, S. (2024). Gamifying language education: The impact of digital game-based learning on Chinese EFL learners. Humanities and Social Sciences Communications, 11(1), 1518. https://doi.org/10.1057/s41599-024-04073-3
Zuhri, M. S., Lidinillah, M. K., & Nashihin, M. (2025). Gamifying grammar: Enhancing students' motivation through digital game-based learning in EFL classroom. English Language Teaching Journal, 5(2), 147–153. https://ejournal.alqolam.ac.id/index.php/eltj/article/view/1929
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Reza Anggriyashati Adara, Winda Primasari, Siti Khadijah, Miftakhudin, Tin Hartini

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


