ESL LEARNERS’ COMPETITIVENESS AND RETENTION INFLUENCED BY ENGAGEMENT IN BOARD GAMES DURING STUDY SESSIONS

Main Article Content

Agustine Andriana Ayu Mahardika
Ronald Maraden Parlindungan Silalahi

Abstract

This study aims to provide a holistic overview of the implementation of board games in English as a Second Language (ESL) education. It focuses on students’ experiences with board games as a language-learning tool. Employing qualitative research methods, including observation techniques and semi-structured interviews, the study aims to descriptively analyse the obtained data. The findings affirm that college-level students exhibit high interest and strong enthusiasm towards learning through board games as a medium. This underscores that such tools can foster a pleasant learning environment, as they are believed to sustain students’ attention and actively engage them in the learning process, thus reducing tension and rigidity often associated with language learning. The expected learning outcomes include the expansion of students’ vocabulary, deepening their understanding of grammar, and enhancing their speaking abilities. A collaborative learning model encourages students to interact and cooperate actively. This research implies that the presence of board games holds significant potential as an ESL instrument, fundamentally enhancing students’ motivation to learn and fostering enjoyable learning experiences. While previous studies have highlighted the motivational impact of board games influence students’ competitiveness and information retention in the ESL context. Thus, it can be extensively and intensively developed as a teaching technique in future education scenarios.

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

Mahardika, A. A. A., & Silalahi, R. M. P. (2026). ESL LEARNERS’ COMPETITIVENESS AND RETENTION INFLUENCED BY ENGAGEMENT IN BOARD GAMES DURING STUDY SESSIONS. UC Journal: ELT, Linguistics and Literature Journal, 7(1), 1-15. https://doi.org/10.24071/uc.v7i1.236

References

Ary, D., Jacobs, L. C., Irvine, C. K. S., & Walker, D. A. (2013). Introduction to Research in Education (Ninth Edition) (9th ed.). Wadsworth: Cengage Learning.

Aung, K. T., Razak, R. A., & Nazry, N. N. M. (2021). Establishing validity and reliability of semi-structured interview questionnaire in developing risk communication module: A pilot study. Edunesia : Jurnal Ilmiah Pendidikan, 2(3), 600–606. https://doi.org/10.51276/edu.v2i3.177

Bosio, E. (2023). Global South university educators’ perceptions of global citizenship education: Reflective dialogue, social change, and critical awareness. PROSPECTS. https://doi.org/10.1007/s11125-023-09635-y

Cahyaningtyastuti, M. P., Utami, B. S., & Prestiliano, J. (2020). Perancangan board game sebagai media pembelajaran tentang pentingnya merawat gigi bagi anak usia Sekolah Dasar. Citradirga - Jurnal Desain Komunikasi Visual Dan Intermedia, 2(01), 41–52. https://doi.org/10.33479/cd.v2i01.297

Cès, P., Doyen, A.-L., Duflos, M., & Giraudeau, C. (2025). Board games in the elementary classroom: teachers’ perspectives. Educational Research, 67(2), 1–22. https://doi.org/https://doi.org/10.1080/00131881.2025.2467067?urlappend=%3Futm_source%3Dresearchgate.net%26utm_medium%3Darticle

Chiang, Y.-Y., & Hsu, T.-C. (2023). Exploring motivational differences in competitive and cooperative game-based learning through educational board games. In Proceedings of the 31st International Conference on Computers in Education (pp. 719–723). Taiwan.

Damayanti, A., Sudana, D., & Wirza, Y. (2020). Penggunaan Games untuk Meningkatkan Keterampilan Berbicara Siswa. Jurnal Penelitian Pendidikan, 20(1), 11–19. https://doi.org/10.17509/jpp.v20i1.24549

Dewi, H. A. (2021). The implementation of board games in teaching speaking for tenth graders in senior high school. RETAIN (Research on English Language Teaching in Indonesia) (e-Journal), 09(01), 45–52. https://ejournal.unesa.ac.id/index.php/retain/article/view/35953

Dewi, R. S., Kultsum, U., & Armadi, A. (2017). Using communicative games in improving students’ speaking skills. English Language Teaching, 10(1), 63–71. https://doi.org/10.5539/elt.v10n1p63

Fauzi, M. R., & Pratama, D. F. (2021). Elementary teacher Education students’ short story writing skills through creative writing learning for short movie making. Mimbar Sekolah Dasar, 8(1), 96–113. https://doi.org/10.53400/mimbar-sd.v8i1.26491

Harmer, J. (2009). The Practice of English Language Teaching 4th Edition. Longman Handbooks for Language Teaching Series.

Laoli, A. (2021). Activate reading comprehension of Second Language Acquisition (SLA) by applying Know-Want to Know-Learned (KWL) strategy. IJEE (Indonesian Journal of English Education), 8(2), 179–197. https://doi.org/10.15408/ijee.v8i2.20910

Lumbangaol, R. R. (2021). The effect of Taboo word game in improving vocabulary ability. Journal MELT (Medium for English Language Teaching), 4(2), 155–169. https://doi.org/10.22303/melt.4.2.2019.155-169

Mahardika, A. A. A. (2023). Thai students’ strategies in learning English vocabulary. LLT Journal: A Journal on Language and Language Learning, 26(2), 784–795. https://doi.org/https://doi.org/10.24071/llt.v26i2.6993

Mahardika, A. A. A., & Silalahi, R. M. P. (2025). Incorporating critical literacy in ELT: Improving Indonesian students’ critical thinking and writing engagement. Journal of English Language and Culture, 15(2), 86–96. https://doi.org/http://dx.doi.org/10.30813/jelc.v15i2.8300

Maisarah, M. (2014). Aims for using fun games to improve the ESL students’ speaking abillity. Educate, 3(2), 36–42. https://www.neliti.com/publications/241315/aims-for-using-fun-games-to-improve-the-esl-students-speaking-ability

Noe-Bendixen, M. (2010). Bringing play back to the classroom: How teachers implement board and card games based on academic learning standards. In P. B. Meyer (Ed.), Proceedings of the 4th European Conference on Games Based Learning (pp. 13–18). United States: Academic Publishing Limited Reading. https://books.google.co.id/books?hl=en&lr=&id=H7scAgAAQBAJ&oi=fnd&pg=PA13&dq=how+board+games+were+incorporated+in+the+classroom+activities&ots=GSXkUZW4Rm&sig=JqEb0naGTweJYztAv-ITIcxJk7k&redir_esc=y#v=onepage&q=how board games were incorporated in the classroom activities&f=true

Nurcahyoko, K., Anniurwanda, P., & Sudirjo, E. (2024). Investigating the Factors Influencing Literacy Skills among Young Students in Rural Areas of Indonesia. Language Circle: Journal of Language and Literature, 18(2), 333–341. https://doi.org/10.15294/lc.v18i2.50287

Nurfaizah, N., Maksum, A., & Wardhani, P. A. (2021). Pengembangan Board Game untuk meningkatkan minat belajar siswa kelas IV SD. Jurnal PGSD: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 14(2), 122–132. https://doi.org/10.33369/pgsd.14.2.122-132

Phuong, H. Y., & Nguyen, T. N. P. (2017). The impact of board games on EFL learners’ grammar retention. IOSR Journal of Research & Method in Education (IOSR-JRME), 7(3), 61–66. https://doi.org/10.9790/7388-0703026166

Putri, I. N., & Fajri, N. (2023). Efektivitas media board game untuk meningkatkan kemampuan pemecahan masalah siswa sekolah dasar. Jurnal Ilmiah Wahana Pendidikan, 9(7), 236–242. https://doi.org/https://doi.org/10.5281/zenodo.7812543

Richards, J. C., & Rodgers, T. S. (2001). Approaches and Methods in Language Teaching. Cambridge University Press. https://doi.org/10.1017/CBO9780511667305

Rijal, S. M. (2018). The use of boarding games to improve the students’ speaking ability at the tenth grade of SMAN 5 Barru. Makassar Muhammadiyah University.

Sakti, H. G., & Kartiani, B. S. (2023). Efektivitas penggunaan media board game terhadap peningkatan hasil belajar siswa. Jurnal Visionary : Penelitian Dan Pengembangan Di Bidang Administrasi Pendidikan, 11(1), 116. https://doi.org/10.33394/vis.v11i1.7791

Silalahi, R. M. P., Nan, G., Santoso, W., & Anindya, V. (2022). The effect of motivation and attitudes toward retention of gamification- based autonomous Mandarin learning applications. Journal of Optoelectronics Laser, 41(7), 717–745. https://doi.org/10050086.2022.07.85

Soleha, M. (2023). The influence of using Pictionary game towards students’ speaking ability at the first semester in the eighth grade students of SMP Negeri 12 Krui Pesisir Barat in the academic year of 2022/2023. Raden Intan State Islamic University Lampung. http://repository.radenintan.ac.id/23019/

Stefani, M., Setyorini, Y., & Susilawati. (2019). Meningkatkan keterampilan berbicara siswa menggunakan media board game. In Prosiding Seminar Nasional Pendidikan STKIP Kusuma Negara (pp. 1–7). http://jurnal.stkipkusumanegara.ac.id/index.php/semnara2019/issue/view/12

Syakur, M. A. (2020). The use of board game in teaching speaking to young learners. English Education : Journal of English Teaching and Research, 5(2), 149–155. https://doi.org/10.29407/jetar.v5i2.14633

Syamsidar, Silalahi, R. M. P., Rusmardiana, A., Febriningsih, F., Taha, M., & Erniwati. (2023). Wordwall on mastery of vocabulary in English learning. Al-Ishlah: Jurnal Pendidikan, 15(2), 1801–1806. https://doi.org/10.35445/alishlah.v15i2.3466

Taba, H. I. F. (2018). The effectiveness of using board game in teaching grammar to the eighth grade students of MTs. Muhammadiyah Mamajang Makassar. Alauddin State Islamic University of Makassar. https://repositori.uin-alauddin.ac.id/13619/

Wahidmurni. (2017). Pemaparan metode penelitian kualitatif. UIN Maulana Malik Ibrahim Malang. UIN Maulana Malik Ibrahim Malang.

Wicaksana, B., & Fitirani, E. (2020). The effectiveness of role-play towards vocational school students’ speaking skill. Journey (Journal of English Language and Pedagogy), 3(2), 74–80. https://doi.org/10.33503/journey.v3i2.1081

Wongsuriya, P. (2020). Improving the Thai students’ ability in English pronunciation through mobile application. Educational Research and Reviews, 15(4), 175–185. https://doi.org/10.5897/ERR2020.3904

Wu, C.-J., Chen, G.-D., & Huang, C.-W. (2014). Using digital board games for genuine communication in EFL classrooms. Educational Technology Research and Development, 62(2), 209–226. https://doi.org/10.1007/s11423-013-9329-y

Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 24–40. https://doi.org/10.1177/1046878105282279