Thareq Ahmad Alqawwiy
Universitas Islam Negeri Sumatera Utara

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PUZZLE BASED LEARNING THROUGH FIGGERITS APPLICATION TO ENRICH EFL STUDENT VOCABULARY: STUDENTS’ PERCEPTIONS Thareq Ahmad Alqawwiy; Maryati Salmiah
FRASA: ENGLISH EDUCATION AND LITERATURE JOURNAL Vol. 6 No. 2 (2025): Vol. 6 No. 2 September 2025
Publisher : Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47701/frasa.v6i2.5044

Abstract

Vocabulary acquisition remains a persistent challenge for English as a Foreign Language (EFL) learners, particularly in higher education settings where traditional methods often fail to engage students or promote long-term retention. In response, mobile puzzle-based learning tools such as the Figgerits application offer an alternative that integrates contextual learning and cognitive engagement. This study explores EFL university students’ perceptions of using Figgerits for vocabulary enrichment within an Indonesian tertiary context. Using a qualitative case study design, 25 English Education students from a university in Medan participated in the study over a 2–4-week period. Participants were selected purposively and provided informed consent. Data were collected through structured questionnaires and follow-up in-depth interviews, then analysed using thematic analysis. Findings indicate that most students perceived Figgerits as effective across five interrelated dimensions: vocabulary breadth, depth, contextual understanding, retention and usage, and metalinguistic awareness. Students reported increased motivation and exposure to unfamiliar vocabulary through clues embedded in meaningful contexts, which encouraged repeated encounters and deeper word processing. Despite occasional difficulty with unfamiliar logic-based tasks, learners expressed strong preference for the app’s interactive and autonomous nature. These findings highlight the potential of puzzle-based, mobile-assisted tools to enhance vocabulary learning in EFL environments. Future studies should explore long-term impacts and adaptation across diverse learner profiles.
IDENTIFYING SWEAR WORDS UTTERED BY INDONESIA GAMER ON LIVE STREAMING Arya Wiranda; Thareq Ahmad Alqawwiy; Sholihatul Hamidah Daulay
JALC : JOURNAL OF APPLIED LINGUISTIC AND STUDIES OF CULTURAL Vol. 2 No. 2 (2024): November
Publisher : Rahis Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65787/jalc.v2i2.486

Abstract

Live streaming sessions on online platforms, focusing on two different genres of games: Clash Royale and DreadOut. Using descriptive qualitative research with content analysis, the study identified and categorized swear words into six types: sexuality, insults, animal-based terms, personal background, intellect-based terms, and English swears. The analysis revealed that the frequency and types of swear words varied depending on the game's nature. In Clash Royale, animal-based terms were predominantly used, while in DreadOut, English swears were more prevalent. Overall, the most frequent swear words across both videos were related to animal-based terms, and English swears, suggesting that gamers adapt their language based on emotions and game environments. The study sheds light on the dynamics of language use in online gaming communities and highlights the role of swear words as expressions of emotion and intensity during gameplay. Further research could explore the psychological and social implications of swearing in gaming contexts and strategies for promoting responsible language use among gamers.