Engaging Learners through Digital Game-Based English Instruction: A Practical Insight from a Language Course Owner-Educator Aesthetic Bimbel
Keywords:
digital game-based learning; English tutoring; non-formal education; student engagement; vocabulary developmentAbstract
In the current digital era, English educators are challenged to design lessons that engage young learners and sustain their interest. While digital game-based learning (DGBL) has been widely studied in formal classroom contexts, there remains a gap in exploring its implementation within non-formal learning settings such as tutoring programs or private learning centers. This paper reflects on the author’s dual role as both an English tutor and the owner of a learning center, highlighting practical insights into the use of DGBL for vocabulary enrichment and speaking practice. The study is significant not only for bridging the research gap but also for providing practical benefits to tutors and learning centers in understanding learners’ interests, determining appropriate learning frequencies, and balancing direct and indirect explanations beyond the use of applications. Using a reflective narrative approach, the findings reveal that DGBL is effective in enhancing student engagement, fostering active participation, and expanding vocabulary. Furthermore, the approach supports up-to-date learning practices aligned with technological development. The implication of this study is the provision of practical guidance for English tutors in non-formal contexts to integrate DGBL into their teaching strategies, thereby enriching learning experiences and outcomes.
References
Chen, C. M. (2021). Effects of digital game-based vocabulary learning on students’ self-efficacy nd motivation. Computers & Education, 168, 104217. https://doi.org/10.1016/j.compedu.2021.104217
Fithriani, R. (2020). Digital game-based language learning in EFL: A case study in Indonesian private courses. Indonesian Journal of Applied Linguistics, 10(2), 371–381. https://doi.org/10.17509/ijal.v10i2.28577
Hung, H. T. (2022). Gamification in language learning: A systematic review and implications for practice. Interactive Learning Environments, 30(7), 1205–1222. https://doi.org/10.1080/10494820.2020.1761837
Khasanah, I., & Ningsih, T. (2022). Enhancing students’ motivation in community-based English programs through game applications. Journal of English Language Teaching and Linguistics, 7(1), 133–148. https://doi.org/10.21462/jeltl.v7i1.827
Korkmaz, G., & Toraman, Ç. (2021). Digital game-based learning in non-formal education: Opportunities and challenges. Education and Information Technologies, 26(5), 5935–5953. https://doi.org/10.1007/s10639-021-10565-9
Martin, K. (2023). Learner-centered innovation: The role of educators in the age of AI. New York, NY: Routledge. https://doi.org/10.4324/9781003224197
OECD. (2020). Teaching in the times of COVID-19. OECD Publishing. https://doi.org/10.1787/1c78681e-en
Rahimi, M., & Zhang, L. J. (2023). Digital game-based language learning and vocabulary acquisition: A meta-analysis. ReCALL, 35(2), 215–233. https://doi.org/10.1017/S0958344022000301
Sun, J. C. Y., & Hsieh, P. H. (2020). Application of a gamified interactive response system to enhance the learning motivation, attention, and performance of students. Interactive Learning Environments, 28(2), 162–175. https://doi.org/10.1080/10494820.2018.1558259
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Nurma Atalsa , Siti Mafulah

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