The Impact of Online Games on Understanding English Subjects in Elementary School Students: A Systematic Literature Review

Bimo Nugroho Budiansyah, Candra Utama

Abstract


The development of digital technology has brought great influence in the world of education, including in English learning at the elementary school level. One form of technology that is widely used by students is online games. This article aims to examine the impact of online games on the understanding of English subjects through a literature study of ten articles published in the period 2022–2025. Through a descriptive thematic approach, the articles were reviewed to review the impact resulting from the use of online games. The results of the study show that online games contribute positively to improving vocabulary acquisition, comprehension of sentence structure, and student learning motivation. However, negative impacts such as addiction, use of foul language, decreased motivation to learn, and sleep pattern disturbances have also been found. Therefore, the active role of parents and teachers in supervising and directing the use of online games is very important so that the benefits can be maximized and the negative impact is minimized. With wise and controlled use, online games have the potential to become an effective alternative learning medium in improving English language skills in today's digital era. This study is expected to strengthen the pedagogical basis for the use of games as a language medium.

Full Text:

PDF

References


Asy’ary, M. L., Rini, S., & Kusumawati, E. R. (2023). Pengaruh Game Online terhadap Pemerolehan Bahasa Anak Sekolah Dasar.

Fondatia, 7(1), 27–40. https://doi.org/10.36088/fondatia.v7i1.2896

Asyri, D., Asyri, D., Asyri, S., Warni, D., & Al-Azhar Pekanbaru, S. (2024). Pengaruh Wordwall Online Games (WOW) Terhadap Pembelajaran Kosakata Bahasa Inggris Untuk Siswa Kelas IV Sekolah Dasar. Jurnal Cendekia Ilmiah, 3(2).

Brevik, L. M. (2019). Gamers, Surfers, Social Media Users: Unpacking the role of interest in English. Journal of Computer Assisted Learning, 35(5), 595–606. https://doi.org/10.1111/jcal.12362

Carmelia, U. A. S., Zakiah, L., & ... (2024). Survei Game Online untuk Meningkatkan Kosakata Dalam Bahasa Inggris di Kelas Tinggi Sekolah Dasar. … : Jurnal Pendidikan Dan …, 13, 45–56. https://cendekia.soloclcs.org/index.php/cendekia/article/view/883

Desi Purnama Sari, & Evi Lestaria. (2023). Using Games to Learn English for Young Learners in Darussalam Elementary school.

EDUJ : English Education Journal, 1(1), 15–21. https://doi.org/10.59966/eduj.v1i1.468

Games, A., & Kane, L. (2011). Exploring adolescent’s STEM learning through scaffolded game design. Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011, 1–8. https://doi.org/10.1145/2159365.2159366

Howland, K., & Good, J. (2015). Learning to communicate computationally with Flip: A bi-modal programming language for game creation. Computers and Education, 80, 224–240. https://doi.org/10.1016/j.compedu.2014.08.014

Jensen, S. H. (2017). Gaming as an English language learning resource among young children in Denmark. CALICO Journal, 34(1), 1–19. https://doi.org/10.1558/cj.29519

Kerstin SylveA n, L., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. https://doi.org/10.1017/S095834401200016X

Nugrananda Janttaka. (2020). Analisis Dampak Game Online Mobile Legend Pada Anak Usia Sekolah Dasar Di Desa Junjung Kecamatan Sumbergempol Kabupaten Tulungagung. Inventa, 4(2), 132–141. https://doi.org/10.36456/inventa.4.2.a2683

Fahonah, A. N. N., Hidayah, E., Maharani, A., Rismawati, S. A., & Tsabit, I. S. (2023). Dampak Penggunaan Game Online Terhadap Pembelajaran Bahasa Inggris pada Anak Usia 9-10 Tahun di Gunung Pati, Semarang, Jawa Tengah. Jurnal Majemuk, 2(4), 466–475. Retrieved from http://jurnalilmiah.org/journal/index.php/majemuk

Halijah, H., Satnawati, S., & Yurni Ulfa, A. (2023). Dampak Game Online Terhadap Pembelajaran. Jurnal Pti (Pendidikan Dan Teknologi Informasi) Fakultas Keguruan Ilmu Pendidikan Universita Putra Indonesia “Yptk” Padang, 10(2), 93–99. https://doi.org/10.35134/jpti.v10i1.165

I Gede Bagus Wisnu Bayu Temaja. (2023). The Implementation of E-Matching Game for English Teaching to Enrich Elementary School Students Vocabulary. ARRUS Journal of Social Sciences and Humanities, 3(6), 780–787. https://doi.org/10.35877/soshum2336

Muftahah, R. A., Patimah, S., Desma, L., & Ningsih, G. (2023). Pengaruh Games Online Terhadap Kesantunan Berbicara Pada Anak Usia 12 Tahun. LINGUA: Journal of Language, Literature and Teaching, Vol.20(1). https://doi.org/10.30957/lingua.v20i1.790

Nugrananda Janttaka. (2020). Analisis Dampak Game Online Mobile Legend Pada Anak Usia Sekolah Dasar Di Desa Junjung Kecamatan Sumbergempol Kabupaten Tulungagung. Inventa, 4(2), 132–141. https://doi.org/10.36456/inventa.4.2.a2683

Nurhijah, Didik Tri Setiyoko, & H. Agus Purnomo. (2022). Analisis Dampak Game Online Terhadap Prestasi Belajar Peserta Didik ( Studi Kasus Di Sdn Pengaradan 03 Kecamatan Tanjung Kabupaten Brebes ). CENDEKIA: Jurnal Ilmu Sosial, Bahasa Dan Pendidikan, 2(3), 17–34. https://doi.org/10.55606/cendikia.v2i3.264

Octaberlina, L. R. (2023). English for Young Learning Method through Games and Songs for Elementary School. World Journal of English Language, 13(6), 203–210. https://doi.org/10.5430/wjel.v13n6p203

Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429–439. https://doi.org/10.1080/09588221.2010.520673

Rahmatullah, A. S., & Diana, W. (2022). Positif Negatif Game Online pada Anak-anak dan Tindakan Pencegahannya (Vol. 5, Issue 1). https://doi.org/10.35335/abdimas.v5i1.2274

Rankin, Y. A., Gold, R., & Gooch, B. (2006). Playing for keeps: Gaming as a language learning tool. ACM SIGGRAPH 2006 Educators Program, SIGGRAPH ’06. https://doi.org/10.1145/1179295.1179340

Ratnalestari, Y. (2023). Pengaruh Game Online Terhadap Pemerolehan Kosakata Bahasa Inggris. Pengaruh Game Online Terhadap Pemerolehan Kosakata Bahasa Inggris, 3(2), 7691–7703.

Setya Dewi, I. G. A. B., & Ganing, N. N. (2022). Multimedia Interaktif Berbasis Game Edukasi Dua Dimensi Pada Muatan Bahasa Inggris Materi Pengenalan Kosa Kata. Jurnal Penelitian Dan Pengembangan Pendidikan, 6(1), 81–87. https://doi.org/10.23887/jppp.v6i1.45896

Sunandari, Nurhudayah, A. A., Ayuni, D., & Baharuddin, N. (2023). Pengaruh Game Online terhadap Perbendaharaan Kata Siswa di Sekolah Dasar. Journal on Education, 5(4), 11685–11690. Retrieved from http://jonedu.org/index.php/joe

Wailissa;, N. W. A. R. A. A. S. (2023). Dampak Games Mobile Legends Terhadap Penguasaan Kosakata Bahasa Inggris Pada Siswa SD. Pendas : Jurnal Ilmiah Pendidikan Dasar, 08 (September). https://doi.org/10.23969/jp.v8i2.9131


Refbacks

  • There are currently no refbacks.


This proceeding series is indexed by:

ipiii.pnggoogle.png

ISSN: 2987-2448