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The Utilization of Non-Educational Digital Games in EFL Lessons

Mahendra, Muhammad Ihza (2025) The Utilization of Non-Educational Digital Games in EFL Lessons. Skripsi, Tarbiyah dan Keguruan.

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2. AWAL.pdf

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3. ABSTRAK.pdf

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4. Bab I.pdf

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9. DAFTAR PUSTAKA.pdf

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ABSTRAK

Digital games have become an integral part of young people's lives. However, only a few integrate educational elements while remaining entertaining. Meanwhile, many engaging non-educational digital games remain underutilized in educational settings. This study explores the use of non-educational digital games as media in English as a Foreign Language (EFL) classrooms, their effects on students, and the challenges to implementing them in Indonesia. Using content analysis within a qualitative descriptive approach, ten studies about the utilization of non-educational digital games that have been published since 2020 were examined. The findings reveal that despite varying implementations, most studies follow three instructional phases: pre-teaching, on-teaching, and post-teaching. All reported positive impacts on students, particularly in motivation, engagement, and vocabulary learning. However, challenges persist in broader application in Indonesia, including limited teacher competence, inadequate learning environments, and resistance to technology. This study concludes that while non-educational digital games are effective learning media, wider implementation in Indonesia requires thorough preparation.

Item Type: Skripsi
Subjects: P Language and Literature > PE English
Divisions: Fakultas Tarbiyah dan Keguruan > Tadris Bahasa Inggris
Depositing User: Sri Yuniarti Fitria
Date Deposited: 03 Jul 2025 07:19
Last Modified: 03 Jul 2025 07:19
URI: http://idr.uin-antasari.ac.id/id/eprint/29213

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