Learning English Vocabulary through Online Games: Case Study of Students In 4th Grade of State Elementary School (SDN) Jombor 01, Sukoharjo, Central Java, Indonesia

Veronica U P, Arianti A Nurnaningsih, Astuti P I

Abstract


The Indonesian government issued a policy that English is an International language that must be studied and taught in our schools. This education should start from the level of kindergarten to college. In the context of teaching in schools such as junior high, high school and vocational high school, English is a compulsory subject that is tested nationally (national final exam). Although English has been a compulsory subject, the results obtained from English lessons are not yet satisfying. Learning activities are one of the stages that determine the success of student learning. Efforts to improve the quality of education and teaching can be carried out on various components such as: students, teachers, indicators of learning, content, methods, media, and evaluation. This research focuses on teaching vocabulary using Clash of Clans Games. Through new applications based on game technology in teaching, students are expected to be interested and contribute to the mastery of their vocabulary in English. Of course the strategy of mastering material is effectively obtained through applying Clash of Clans Games. The method used in this study is descriptive-qualitative. The purpose of this study is to explain the Clash of Clans Games to teach Vocabulary for fourth grade students of State Elementary School of Jombor, Sukoharjo in Central Java, Indonesia

Keywords


Clash of Clans; Vocabulary; Effective Teaching; Games

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References


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DOI: http://dx.doi.org/10.18415/ijmmu.v5i4.433

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