THE IMPLEMENTATION OF GAME-BASED LEARNING IN TEACHING DAILY ACTIVITIES VOCABULARY THROUGH A DEEP LEARNING APPROACH FOR ELEMENTARY STUDENTS
DOI:
https://doi.org/10.35194/jj.v14i2.6608Keywords:
Game-Based Learning, Deep Learning Approach, Vocabulary Learning, Daily Activities, Elementary School Students.Abstract
Vocabulary learning is an essential part of English language teaching, especially for elementary school students who are still developing their basic language skills. However, many students still experience difficulties in remembering and using new vocabulary meaningfully in classroom activities. Although many previous studies have reported the positive effects of Game-Based Learning (GBL), limited research has explored how it is implemented through a Deep Learning Approach in vocabulary learning for young learners. Therefore, this study aimed to describe the implementation of Game-Based Learning in teaching daily activities vocabulary through a Deep Learning Approach for fourth-grade elementary school students. This study employed a qualitative case study design. The participants consisted of one English teacher and fourth-grade students at an elementary school in Cianjur, West Java. Data were collected through classroom observations, semi-structured interviews, and document analysis and were analysed using the interactive model of Miles, Huberman, and Saldaña. The findings showed that Game-Based Learning encouraged students to participate more actively, communicate more confidently, collaborate with their classmates, and understand vocabulary by connecting it to their daily experiences. Although several challenges, such as differences in students' learning abilities and limited classroom time, were identified, the teacher successfully adapted the learning activities to achieve the learning objectives. Overall, the study concludes that integrating Game-Based Learning with a Deep Learning Approach provides a meaningful and effective strategy for teaching daily activities vocabulary to elementary school students.
References
REFERENCE
Alfath, N. P. N., Shabir, M., & Furqan, M. (2025). Exploring digital game-based English teaching for young learners: A case study in an Indonesian primary school. In Bogor English Student and Teacher (BEST) Conference (Vol. 6, pp. 206-210). https://pkm.uika-bogor.ac.id/index.php/best/article/view/2990
Astutik, Y., & A'yunin, N. (2022). Young learners' vocabulary acquisition in the English classroom: A case study at an Indonesian elementary school. Journal of English Language Teaching and Linguistics, 7(1), 187-200.
Beck, I. L., McKeown, M. G., & Kucan, L. (2013). Bringing words to life: Robust vocabulary instruction. Guilford Press.
Biggs, J., & Tang, C. (2011). Teaching for quality learning at university (4th ed.). McGraw-Hill/Society for Research into Higher Education & Open University Press. http://books.google.se/books/about/Teaching_for_Quality_Learning_at_Univers.html?id=XhjRBrDAESkC&pgis=1
Birt, L., Scott, S., Cavers, D., Campbell, C., & Walter, F. (2016). Member checking: A tool to enhance trustworthiness or merely a nod to validation? Qualitative Health Research, 26(13), 1802-1811. https://doi.org/10.1177/1049732316654870
Boonkongsaen, N. (2012). Factors affecting vocabulary learning strategies: A synthesized study. Naresuan University Journal: Science and Technology (NUJST), 20(2), 45–53.
Bouzaiane, B., & Youzbashi, A. (2024). The role of digital-game-based language learning in EFL vocabulary learning and retention: A case study at a higher educational institute in Oman. Journal of Language Teaching and Research, 15(5), 1660–1669. https://doi.org/10.17509/jltr.v15i5.8616
Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40. https://doi.org/10.3316/QRJ0902027
Braun, V., & Clarke, V. (2021). Thematic analysis: A practical guide. SAGE Publications.
British Educational Research Association [BERA]. (2018). Ethical guidelines for educational research (4th ed.). BERA. https://www.bera.ac.uk/publications/ethical-guidelines-for-educational-research-2018
Cameron, L. (2001). Teaching languages to young learners. Cambridge University Press.
Carcary, M. (2020). The research audit trail: Methodological guidance for application in practice. Electronic Journal of Business Research Methods, 18(2), 166-177. https://doi.org/10.34190/JBRM.18.2.008
Chen, M., Tseng, W., & Hsiao, T. (2018). The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis. British Journal of Educational Technology, 49(1), 69–77. https://doi.org/10.1111/bjet.12526
Chowdhury, M., Dixon, L. Q., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160
Cook, H., & Ausubel, D. P. (1970). Educational Psychology: A Cognitive View [Review of the book Educational Psychology: A Cognitive View]. The American Journal of Psychology, 83(2), 303. https://doi.org/10.2307/1421346
Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage Publications.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
Dockett, S., & Perry, B. (2011). Researching with young children: Seeking assent. Child Indicators Research, 4(2), 231-247. https://doi.org/10.1007/s12187-010-9089-z
Education, E., Program, S., Tarbiyah, F., & Training, T. (2025). Teacher’s strategies in teaching vocabulary for 7th-grade students with special needs of SLB N Banjarnegara [Unpublished manuscript/Thesis].
Emerson, R. M., Fretz, R. I., & Shaw, L. L. (2011). Writing ethnographic fieldnotes. University of Chicago Press.
Entwistle, N. (2018). Student learning and academic understanding: A research perspective with implications for teaching. Oxford University Press.
Flick, U. (2018). An introduction to qualitative research (6th ed.). SAGE Publications.
Fisher, D., Frey, N., & Hattie, J. (2016). Visible learning for literacy, grades K-12: Implementing the practices that work best to accelerate student learning. Corwin Press.
Folse, K. S., & Briggs, S. J. (2004). Vocabulary myths: Applying second language research to classroom teaching (Vol. 10). University of Michigan Press.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20. https://doi.org/10.1145/950566.950595
Hattie, J. A. C., & Donoghue, G. M. (2016). Learning strategies: A synthesis and conceptual model. npj Science of Learning, 1(1), 1–13. https://doi.org/10.1038/npjscilearn2016.13
Helmie, J. 2015. “Verb Go ( Back to , on , and out ) in English for TEFL in the Novel of New Moon by Stephenie Meyer : The Syntactic and Semantic Analysis.” Educare 7(February): 123–134.
Hornby, A. S., Cowie, A. P., Gimson, A. C., & Hornby, A. S. (1974). Oxford Advanced Learner’s Dictionary of Current English (Vol. 1035). Oxford University Press.
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89–104. https://doi.org/10.1016/j.compedu.2018.07.013
Kallio, H., Pietilä, A., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: developing a framework for a qualitative semi‐structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. https://doi.org/10.1111/jan.13031
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kazu, İ. Y., & Kuvvetli, M. (2023). A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies, 28(10), 13541–13567. https://doi.org/10.1007/s10639-023-11756-y
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT Press.
Korstjens, I., & Moser, A. (2018). Series: Practical guidance to qualitative research. Part 4: Trustworthiness and publishing. European Journal of General Practice, 24(1), 120–124. https://doi.org/10.1080/13814788.2018.1428512
Li, R. (2021). Does a game-based vocabulary learning APP influence Chinese EFL learners’ vocabulary achievement, motivation, and self-confidence? SAGE Open, 11(1), 21582440211003092. https://doi.org/10.1177/21582440211003092
Lightbown, P. M., & Spada, N. (2021). How languages are learned (5th ed.). Oxford University Press.
Marton, F., & Säljö, R. (1976). On qualitative differences in learning: I—Outcome and process. British Journal of Educational Psychology, 46(1), 4–11.
Mayer, R. E. (2014). Computer games for learning: An evidence-based approach. MIT Press.
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
Miglino, O., Di Ferdinando, A., Di Fuccio, R., Rega, A., & Ricci, C. (2014). Bridging digital and physical educational games using RFID/NFC technologies. Journal of E-Learning and Knowledge Society, 10(3). https://doi.org/10.20368/1971-8829/959
Mirvis, P. H., & Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience [Review of the book Flow: The Psychology of Optimal Experience]. The Academy of Management Review, 16(3), 636. https://doi.org/10.2307/258925
Nasution, S. (n.d.). An analysis of polysemy in song lyrics. State Islamic University (UIN).
Nation, I. S. P. (2013). Learning vocabulary in another language (2nd ed.). Cambridge University Press.
Novak, J. D. (2010). Learning, creating, and using knowledge: Concept maps as facilitative tools in schools and corporations. Journal of E-Learning and Knowledge Society, 6(3), 21–30. https://doi.org/10.20368/1971-8829/441
Nurani, S. G., & Widayanti, M. J. A. (2021). The use of the first language in the English classroom for young learners. Journal of English Language Teaching and Learning, 2(1), 29-35.
Nursanti, E., & Andriyanti, E. (2021). Language identities of multilingual college English learners in Indonesia. Eurasian Journal of Applied Linguistics, 7(1), 316–337. https://doi.org/10.32601/ejal.911403
Oktavianus, D., & Rido, A. (2025). Deep learning in English language teaching: A conceptual paper. Journal of Research on Language Education, 6(2), 1–10. https://publikasi.teknokrat.ac.id/index.php/jorle/article/view/353
Ortlipp, M. (2008). Keeping and using reflective journals in the qualitative research process. The Qualitative Report, 13(4), 695-705. https://doi.org/10.46743/2160-3715/2008.1364
Patahuddin, P., Syawal, S., & Bin-Tahir, S. Z. (2017). Investigating Indonesian EFL learners’ learning and acquisition of English vocabulary. International Journal of English Linguistics, 7(4), 128. https://doi.org/10.5539/ijel.v7n4p128
Patton, M. Q. (2015). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). SAGE Publications.
Pinter, A. (2017). Teaching young language learners (2nd ed.). Oxford University Press.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21. https://doi.org/10.1145/950566.950596
Putri, N., Alfath, N., Shabir, M., & Furqan, M. (2025). The 5th Bogor English Student and Teacher (BEST) Conference 2025: Exploring Digital Game-Based English Teaching for Young Learners: A Case Study in an Indonesian Primary School. https://pkm.uika-bogor.ac.id/index.php/best/article/view/2990
Race, R., & Vidal-Hall, C. (2019). The BERA/SAGE handbook of educational research–Volumes 1 and 2. Taylor & Francis.
Rahman, A. A., & Angraini, D. (2020). The use of Word wall media to improve students' vocabulary mastery at elementary school. Journal of English Education and Teaching, 4(3), 414-426.
Rahman, L. (2024). Vygotsky’s zone of proximal development of teaching and learning in STEM education. International Journal of Engineering Research & Technology, 13(8), 389-94. https://doi.org/10.5281/zenodo.18137951
Richards, J. C., & Renandya, W. A. (2002). Methodology in language teaching: An anthology of current practice. Cambridge University Press.
Rohmatillah, R. (2014). A study on students’ difficulties in learning vocabulary. English Education: Jurnal Tadris Bahasa Inggris, 6(1), 75–93. https://doi.org/10.24042/tadris.v6i1.2031
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. https://doi.org/10.1037/0003-066X.55.1.68
Schmitt, N. (2008). Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329–363. https://doi.org/10.1177/1362168808089921
Schmitt, N., & Schmitt, D. (2014). A reassessment of frequency and vocabulary size in L2 vocabulary teaching. Language Teaching, 47(4), 484–503. https://doi.org/10.1017/S0261444813000450
Scott, W. A., & Ytreberg, L. H. (2004). Teaching English to children. Longman.
Sulistiyo, U. (2016). English language teaching in the EFL context: An analysis of curriculum implementation in junior high school. Journal Ilmiah Universitas Batanghari Jambi, 16(1), 101-112.
Tang, K.-Y., Chen, C.-C., Hwang, G.-J., & Tu, Y.-F. (2022). Did library learners benefit from m-learning strategies? Research-based evidence from a co-citation network analysis of the literature. Educational Technology Research and Development, 70(5), 1719–1753. https://doi.org/10.1007/s11423-022-10129-5
Thornbury, S. (2006). How to teach vocabulary. Pearson Education India.
Tisdell, E. J., Merriam, S. B., & Stuckey-Peyrot, H. L. (2025). Qualitative research: A guide to design and implementation. John Wiley & Sons.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning: A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818
Yin, R. K. (2018). Case study research and applications (6th ed.). SAGE Publications.
Zhao, F. (2019). Using Quizizz to integrate a fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43. https://doi.org/10.5430/ijhe.v8n1p37
Wijaya, Feby Rosella, and Jauhar Helmie. 2019. “An Analysis of Directive Speech Acts in the Fault in Our Stars Movie Script.” Jurnal JOEPALLT (Journal of English Pedagogy, Linguistics, Literature, and Teaching) 7(1).
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Siti Nurazijah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
I. Transfer of copyright
By execution of the present Statement Author transfers copyright and assigns exclusively to Publisher all rights, title and interest that Author may have (for the extent transferable) in and to the Article and any revisions or versions, but not limited to the sole right to print, publish and sell the Article worldwide in all languages and media. Transfer of the above rights is referred to as those of the final and published version of the Article but does not restrict Author to self-archive the preprint version of his/her paper.
II. Rights and obligations of Publisher
The Publisher rights to the Article shall especially include, but shall not be limited to:
Ability to publish an electronic version of the Article via the website
Distribution provided by or through joepallt from time to time, selling the Article world-wide (through subscriptions, Pay-per-View, single archive sale, etc.)
Publishing the Article in the printed Journals as listed on the official Website of Publisher
Transferring the copyright and the right of use of the Article.
Taking measures on behalf of the Author against infringement, inappropriate use of the Article, libel or plagiarism.
Publisher agrees to send the text of the Article to the e-mail address of Author indicated in the present Statement for preview before the first publishing either in paper and/or electronic format (Proof). Author shall return the corrected text of the Article within 1 week to the Publisher.
III. Rights and obligations of Author
The Author declares and warrants that he/she is the exclusive author of the Article or has the right to represent all co-authors of the and has not granted any exclusive or non-exclusive right to the Article to any third party prior to the execution of the present Statement and has the right therefore to enter into the present Statement and entitle the Publisher the use of the Article subject to the present Statement.
By executing the present Statement Author confirms that the Article is free of plagiarism, and that Author has exercised reasonable care to ensure that it is accurate and, to the best of Author's knowledge, does not contain anything which is libelous, or obscene, or infringes on anyone copyright, right of privacy, or other rights.
The preprint version is the Authors' manuscript or the galley proof or the Authors' manuscript along with the corrections made in the course of the peer review process. The Authors' right to self-archive is irrespective of the format of the preprint (.doc, .tex., .pdf) version and self-archiving includes the free circulation of this file via e-mail or publication of this preprint on the Authors' webpage or on the Authors' institutional repository with open or restricted access.
For any disputes arising from or in connection with the present Statement Parties agree in the exclusive competence of joepallt's publisher
Date and place of signature


