Jurnal IPTEK Bagi Masyarakat
Vol 6 No 2 (2026)

The Effectiveness of Digital Game-Based Teaching among Grade 5 EFL Learners

Baso Ahmad Khaeruddin (Universitas Negeri Makassar)
Sahril Nur (Universitas Negeri Makassar)
Nur Aeni (Universitas Negeri Makassar)
St. Nur Aima Fatima (Universitas Negeri Makassar)



Article Info

Publish Date
23 Oct 2026

Abstract

This quasi-experimental study examined post-test vocabulary achievement following digital game-based teaching among Grade 5 EFL learners at SD Nasional Makassar. Forty students in two intact classes participated: 21 received digital game-based vocabulary teaching and 19 received conventional instruction. The six-week intervention used Wordwall, Kahoot!, and Quizizz through structured learning activities. Vocabulary was assessed using a 25-item test covering six performance dimensions. The experimental class obtained a higher post-test mean score (85.52) than the control class (70.11). The between-class difference was statistically significant in the reported individual-level analysis, t(38) = -5.694, p < .001, with a large standardized difference (|d| = 1.803). However, having only one class per condition limits causal interpretation. The findings indicate an association between digital game-based instruction and higher post-test vocabulary achievement in this setting.

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Journal Info

Abbrev

j-ibm

Publisher

Subject

Agriculture, Biological Sciences & Forestry Humanities Computer Science & IT Education Mechanical Engineering Physics Public Health Social Sciences

Description

J-IbM: Jurnal IPTEK bagi Masyarakat, diterbitkan oleh Ali Institute of Research and Publication (AIRA). J-IbM menerbitkan artikel ilmiah berkaitan dengan pengabdian, praktik dan proses keterlibatan masyarakat. J-IbM adalah jurnal online peer-review yang didedikasikan untuk publikasi penelitian ...