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Penerapan Game-Based Learning Untuk Peningkatan English Vocabulary di LKSA Yayasan Panti Asuhan Sumber Karya El Ministry Muliawan, Sunanda Alam; Fauzi, Iwan; Nugraha, Richard Ferry; Nasution, Hikmal Maulana; Jami, Sonia Vriska Yulinda
Jurnal Pengabdian Masyarakat Bhinneka Vol. 3 No. 4 (2025): Bulan Juli
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v3i4.299

Abstract

Penguasaan kosakata khusus dalam pembelajaran bahasa inggris menjadi tantangan  bagi anak-anak di LKSA Yayasan Panti Asuhan Sumber Karya El Ministry karena keterbatasan dalam metode ataupun pendekatan pembelajaran yang menarik dan interaktif. Pengabdian masyarakat ini bertujuan meningkatkan penguasaan kosakata dan juga minat belajar anak melalui pendekatan game based learning (GBL). Dalam kegiatan ini metode yang digunakan adalah Asset-Based Community Development (ABCD) dengan pelaksanaan pembelajaran berbasis permainan selama lima pertemuan tanpa menghitung pembuka dan penutup. Hasil dari kegiatan menunjukan adanya peningkatan penguasaan kosakata sebesar 27,4% serta peningkatan minat, partisipasi aktif, dan kepercayaan diri anak-anak dalam belajar bahasa inggris. Pembelajaran dengan Game Based Learning (GBL) menciptakan suasana belajar yang menyenangkan dan inklusif. Temuan ini menegaskan bahwa GBL efektif sebagai alternatif metode pembelajaran bahasa Inggris di lingkungan dengan keterbatasan sumber daya.
Enhancing Student Vocabulary Mastery By Using Kinesthethic Method at SDN Nagaleah Jami, Sonia Vriska Yulinda; Norahmi, Maida; Pratika, Dellis; Muliawan, Sunanda Alam; Nasution, Hikmal Maulana
Jurnal Pengabdian Masyarakat Bhinneka Vol. 4 No. 1 (2025): Bulan September
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v4i1.509

Abstract

This community service program explored the use of the kinesthetic method to enhance children’s English vocabulary through the Engage, Study, and Activate (ESA) approach. The program was carried out with 12 sixth-grade students at SDN Nagaleah, Barito Timur, over three interactive learning sessions that focused on vocabulary related to animals and body parts. The teaching process integrated games, songs, gestures, and visual aids to create an engaging and enjoyable learning environment for the children. To measure the effectiveness of the activities, a pre-test and post-test were administered, and the results showed a significant improvement in students’ vocabulary mastery, with the average score rising from 69.17 to 91.25, representing a 31.93% enhancement. These outcomes highlight that community service activities in education can effectively support children’s vocabulary acquisition by encouraging active participation, improving memory retention, and fostering motivation to learn.
Peningkatan Kosakata Bahasa Inggris melalui Penerapan Game Spelling Bee di SDN 1 Pulau Mambulau Nasution, Hikmal Maulana; Fauzi, Iwan; Emeral, Emeral; Jami, Sonia Vriska Yulinda; Muliawan, Sunanda Alam
Jurnal Pengabdian Masyarakat Bhinneka Vol. 4 No. 2 (2025): Bulan November
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v4i2.723

Abstract

Penguasaan kosakata merupakan dasar penting dalam pembelajaran bahasa Inggris di tingkat sekolah dasar. Namun, siswa SDN 1 Pulau Mambulau masih menghadapi kendala dalam memahami dan mengingat kosakata akibat metode pembelajaran yang monoton. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan penguasaan kosakata siswa melalui penerapan permainan Spelling Bee sebagai bentuk Game-Based Learning (GBL). Metode yang digunakan adalah Participatory Learning and Action (PLA) yang melibatkan siswa secara aktif dalam proses pembelajaran. Kegiatan dilaksanakan selama tiga kali pertemuan dengan tahapan pengenalan alfabet, pengenalan kosakata benda di kelas, dan pelaksanaan permainan Spelling Bee. Hasil kegiatan menunjukkan adanya peningkatan rata-rata nilai siswa dari 34,38 pada pre-test menjadi 74,38 pada post-test, serta peningkatan motivasi, keaktifan, dan kepercayaan diri siswa dalam belajar bahasa Inggris. Temuan ini menegaskan bahwa metode permainan Spelling Bee efektif dalam memperkuat penguasaan kosakata sekaligus menciptakan suasana belajar yang menyenangkan dan interaktif bagi siswa sekolah dasar.
The Interference of Maanyanese Language on English Pronunciation: A Case Study of University Students at Palangka Raya Jami, Sonia Vriska Yulinda; Norahmi, Maida; Pratika, Dellis; Muliawan, Sunanda Alam; Nasution, Hikmal Maulana
Journal of Linguistics, Literature, and Language Teaching (JLLLT) Vol. 5 No. 2 (2026): Journal of Linguistics, Literature and Language Teaching (JLLLT)
Publisher : Asosiasi Dosen Perguruan Tinggi Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37249/jlllt.v5i2.938

Abstract

Phonological interference from learners' first language (L1) is a well-established factor affecting English pronunciation, yet empirical research on L1 transfer among speakers of minority languages in Indonesia, particularly Maanyanese remains scarce. Despite growing interest in L2 phonology, no previous study has examined how the Maanyanese language, with its limited vowel inventory and absence of central vowels, influences English vowel production. This study addresses that gap by analyzing the English pronunciations of three Maanyanese-speaking university students selected through purposive sampling. Using a qualitative case study design, supported by semi-structured interviews and acoustic-phonetic analysis in Praat, the research investigated how learners produced English vowels that lack direct Maanyanese equivalents. The findings reveal systematic substitution patterns such as /?/?/i/, /?/?/a/ or /u/, and the consistent avoidance of schwa, indicating predictable L1 transfer. Interpreted through the Perceptual Assimilation Model, these patterns illustrate how unfamiliar L2 vowels are assimilated into existing Maanyanese phonemic categories, shaping learners’ interlanguage phonology. Scientifically, the study contributes new evidence on L1 influence from an under-documented Indonesian language, expanding the understanding of L2 vowel acquisition in multilingual contexts. Pedagogically, the results underscore the need for explicit instruction in vowel reduction, tense–lax distinctions, and segmental contrasts not present in Maanyanese.
Exploring Gamer English Usage: Insights from a Narrative Inquiry Nasution, Hikmal Maulana; Fauzi, Iwan; Emeral; Muliawan, Sunanda Alam; Jami, Sonia Vriska Yulinda
General English Education Vol 6 No 1 (2026): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v6i1.23314

Abstract

Games are increasingly recognized as effective tools for supporting language learning, particularly in the development of speaking and pronunciation skills. While previous studies have highlighted the potential of digital games for language learning, fewer have examined informal online gaming experiences from learner narrative perspectives, especially in relation to speaking and pronunciation development. This study explores how a recent high school graduate improved his English proficiency through online gaming, aiming to understand how informal and extramural activities contribute to language development outside the classroom. Using a narrative inquiry approach, data were collected through semi-structured interviews, transcribed, and thematically analyzed to capture the participant personal experiences. The findings reveal that online gaming provided meaningful exposure to English and motivated the participant to communicate more actively with teammates. Through interactions on platforms such as Discord and PlayStation Party, the participant practiced pronunciation, expanded vocabulary, and received immediate feedback from other players. The collaborative and immersive nature of gaming created a low-anxiety environment that increased confidence and willingness to speak. These results demonstrate that language learning can occur beyond formal education and that extramural activities offer rich opportunities for authentic language use.