Proceedings of the International Conference on English Language Teaching (ICONELT 2019)

The Use of Digital Game-Based Learning in EFL Classroom: Teacher’s voices

Authors
Taufik, Perisya Hilmun, Erika Nuris Sabella, Sanda M Sabrina
Corresponding Author
Taufik
Available Online 1 May 2020.
DOI
10.2991/assehr.k.200427.056How to use a DOI?
Keywords
technology in education, digital games in EFL, digital game- based learning
Abstract

The use of digital technology and play based learning in English Language Teaching still become the most popular thing in this modernized era. It is inevitable for teacher nowadays to use brand new and fun technology in their teaching yet, many of them are unable to use it due to several reasons such as limited facilities and lack of ability. This paper provides a critical analysis on the EFL teachers’ voice behind the use of educational technologies, including; digital games. A qualitative research sheds light on the teachers’ discernment and preconceptions toward the use of digital games, strategy to implement it, and the challenges in the class. Structured, face-to-face interview sessions among high school teachers’ and university lecturers’ suggest that the use of digital game based learning in EFL classroom is quite common, but the limited facilities becomes the biggest challenge for this thing. The engagement with educational digital game is bringing new atmosphere, and improving students’ critical thinking as it helps them make evaluative decisions to solve problems. At the same time, the results reveal that most of the students in the class can develop their interpersonal skills as they collaborate in teams and work in tandem with their peers, during their formative activities. However, there are also some teachers who are not perceiving the usefulness and the ease of use of using digital games at school. This study implies that practitioners in education ought to consider taking an iterative approach as they identify what, where, when and how digital games are (or are not) consistent with the courses’ learning outcomes. In conclusion, this paper opens- up some avenues for future research in the more promising field of digital game-based learning.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the International Conference on English Language Teaching (ICONELT 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
1 May 2020
ISBN
978-94-6252-959-5
ISSN
2352-5398
DOI
10.2991/assehr.k.200427.056How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Taufik
AU  - Perisya Hilmun
AU  - Erika Nuris Sabella
AU  - Sanda M Sabrina
PY  - 2020
DA  - 2020/05/01
TI  - The Use of Digital Game-Based Learning in EFL Classroom: Teacher’s voices
BT  - Proceedings of the International Conference on English Language Teaching (ICONELT 2019)
PB  - Atlantis Press
SP  - 278
EP  - 282
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200427.056
DO  - 10.2991/assehr.k.200427.056
ID  - 2020
ER  -