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...
Saved in:
Main Authors: | , , , |
---|---|
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 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1832594146405122048 |
---|---|
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.
|
format | Article |
id | doaj-art-765dc788997d41d6a140b99d84715ba9 |
institution | Kabale University |
issn | 2088-3439 2549-9653 |
language | English |
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 |
work_keys_str_mv | AT fendyyoghapratama gamifikasidalamkelasbahasaindonesiabagipenuturasingbipaanak AT verayulierviana gamifikasidalamkelasbahasaindonesiabagipenuturasingbipaanak AT iissuwartini gamifikasidalamkelasbahasaindonesiabagipenuturasingbipaanak AT mixghannormanantono gamifikasidalamkelasbahasaindonesiabagipenuturasingbipaanak |