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