Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak

This case study aims to describe the implementation of gamification in an online BIPA (Bahasa Indonesia for Foreign Speakers) class and to analyze the ability of Danish learners to pronounce Indonesian vocabulary. The study was conducted with six learners aged 9–12 years in an online BIPA class org...

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Main Authors: Fendy Yogha Pratama, Vera Yuli Erviana, Iis Suwartini, Mixghan Norman Antono
Format: Article
Language:English
Published: Satya Wacana University Press 2025-01-01
Series:Scholaria: Jurnal Pendidikan dan Kebudayaan
Subjects:
Online Access:https://ejournal.uksw.edu/scholaria/article/view/14150
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author Fendy Yogha Pratama
Vera Yuli Erviana
Iis Suwartini
Mixghan Norman Antono
author_facet Fendy Yogha Pratama
Vera Yuli Erviana
Iis Suwartini
Mixghan Norman Antono
author_sort Fendy Yogha Pratama
collection DOAJ
description This case study aims to describe the implementation of gamification in an online BIPA (Bahasa Indonesia for Foreign Speakers) class and to analyze the ability of Danish learners to pronounce Indonesian vocabulary. The study was conducted with six learners aged 9–12 years in an online BIPA class organized by the Embassy of Indonesia in Denmark. Reflective notes and observation guidelines were used as instruments to collect data. Thematic data analysis revealed that gamification using Wordwall was implemented through five types of games: (1) Complete The Word, (2) The Hidden Words, (3) The Pacman Game, (4) Word Puzzles, and (5) Sentence Puzzles. Meanwhile, learners made four types of pronunciation errors: (1) sound addition, (2) sound omission, (3) sound alteration, and (4) code-switching. Based on these findings, further research is needed to determine whether these pronunciation errors also occur when learners write the vocabulary. Comprehensive knowledge of this issue will provide deeper insights into how such errors occur, enabling teachers to develop strategies to prevent recurring mistakes.
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institution Kabale University
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publishDate 2025-01-01
publisher Satya Wacana University Press
record_format Article
series Scholaria: Jurnal Pendidikan dan Kebudayaan
spelling doaj-art-765dc788997d41d6a140b99d84715ba92025-01-20T04:05:07ZengSatya Wacana University PressScholaria: Jurnal Pendidikan dan Kebudayaan2088-34392549-96532025-01-0115110.24246/j.js.2025.v15.i1.p60-67Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) AnakFendy Yogha Pratama0Vera Yuli Erviana1Iis Suwartini2Mixghan Norman Antono3Universitas Ahmad DahlanUniversitas Ahmad DahlanUniversitas Ahmad DahlanUniversitas Trunojoyo Madura This case study aims to describe the implementation of gamification in an online BIPA (Bahasa Indonesia for Foreign Speakers) class and to analyze the ability of Danish learners to pronounce Indonesian vocabulary. The study was conducted with six learners aged 9–12 years in an online BIPA class organized by the Embassy of Indonesia in Denmark. Reflective notes and observation guidelines were used as instruments to collect data. Thematic data analysis revealed that gamification using Wordwall was implemented through five types of games: (1) Complete The Word, (2) The Hidden Words, (3) The Pacman Game, (4) Word Puzzles, and (5) Sentence Puzzles. Meanwhile, learners made four types of pronunciation errors: (1) sound addition, (2) sound omission, (3) sound alteration, and (4) code-switching. Based on these findings, further research is needed to determine whether these pronunciation errors also occur when learners write the vocabulary. Comprehensive knowledge of this issue will provide deeper insights into how such errors occur, enabling teachers to develop strategies to prevent recurring mistakes. https://ejournal.uksw.edu/scholaria/article/view/14150GamificationBIPA For Young Learner
spellingShingle Fendy Yogha Pratama
Vera Yuli Erviana
Iis Suwartini
Mixghan Norman Antono
Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
Scholaria: Jurnal Pendidikan dan Kebudayaan
Gamification
BIPA For Young Learner
title Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
title_full Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
title_fullStr Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
title_full_unstemmed Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
title_short Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
title_sort gamifikasi dalam kelas bahasa indonesia bagi penutur asing bipa anak
topic Gamification
BIPA For Young Learner
url https://ejournal.uksw.edu/scholaria/article/view/14150
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AT iissuwartini gamifikasidalamkelasbahasaindonesiabagipenuturasingbipaanak
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