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STUDENTS’ EXPERIENCES OF USING DEEPL IN EFL WRITING CLASSROOMS: A SYSTEMATIC LITERATURE REVIEW Payungallo, Aubreylia Visca
JEELL (Journal of English Education, Linguistics and Literature) Vol. 13 No. 1 (2026): JEELL Volume 13 Number 1 February 2026
Publisher : LPPM Universitas PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32682/jeell.v13i1.109

Abstract

In education, Artificial Intelligence (AI) technologies significantly assist students in their language learning. One of the technologies is DeepL. Thus, it is essential to identify the factors shaping students’ positive experiences, as well as the challenges they face, while utilizing DeepL, specifically for their English writing activities. To complete the study’s goal, the writer used the Google Scholar database to explore fifteen peer-reviewed journal articles published between 2020 until 2025. The findings of this study could be divided into five themes: (1) DeepL gives accurate translation results, (2) DeepL improves users’ ability in writing, (3) DeepL offers various alternative words or synonyms, (4) DeepL causes students over reliance on the tool, and (5) DeepL struggles with translating specialized items. Each theme’s discussions provide information about relevant studies, offer practical suggestions (e.g. expanding the scope of literature review by incorporating a wider range of academic databases and source types) to address the limitations, and suggest future research directions (e.g. investigating the long-term effects of DeepL on students’ writing skills and methods teachers can employ to reduce students’ dependency on the tool).
Enhancing young learners' english vocabulary learning with gamified flashcards: A community service at SD St. Theresia Marsudirini 77 Salatiga Payungallo, Aubreylia Visca; Alridya, Briana Putri; Ardiyani, Rizky Tri; Setyowati, Sukma Ayu Dwi; Kisnanto, Yustina Priska
Penamas: Journal of Community Service Vol. 6 No. 2 (2026): Penamas: Journal of Community Service
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/penamas.v6i2.2929

Abstract

English learning for young learners requires concrete, interactive, and age-appropriate learning materials. The use of gamified flashcards, combined with audiovisual learning, is an effective method. Twenty-eight second-grade students at St. Theresia Marsudirini 77 Elementary School in Salatiga participated in this community service program. The student group conducted classroom observations, interviewed English teachers, and created modified flashcards for the games Act It Out and Fast Four. Results showed that students were enthusiastic, actively participated, and were able to remember and use vocabulary in simple contexts. Teacher feedback confirmed that the flashcards were easy to understand, well-designed, and appropriate for the students' needs. Despite limitations such as the need for simpler instructions for young children, the program demonstrated that creative teaching tools and gamification can make English learning more enjoyable, meaningful, and effective. The program emphasized the importance of using physical visual aids in early English education to support vocabulary development and build children's confidence in communication.