The Use of the School-Environment-Based Educational Game 'Language Detective' to Improve Vocabulary and Spelling Mastery Among Phase B Elementary School Students at Nania Christian Elementary School
DOI:
https://doi.org/10.23969/jp.v11i03.63198Keywords:
educational game, Language Detective, language literacy, vocabulary mastery, Indonesian spelling, environment-based learning, elementary schoolAbstract
Limited vocabulary mastery and spelling proficiency in Indonesian remain challenges for elementary school students, largely due to teaching methods that tend to be teacher-centered, thereby limiting active student engagement. This study aims to describe the use of the school-environment-based educational game "Detektif Bahasa" (Language Detective) as an instructional innovation designed to improve the vocabulary and spelling skills of Phase B elementary students at Nania Christian Elementary School. A qualitative descriptive approach was employed, with Phase B students at the school serving as the subjects. Data were collected through observation, documentation, and interviews during the implementation of the innovation. Data analysis involved the stages of data reduction, data presentation, and conclusion drawing. The results indicate that implementing the "Detektif Bahasa" educational game successfully shifted instruction from a teacher-centered model to a student-centered one by utilizing gamification and contextual, school-environment-based learning. Students assumed the role of "Language Detectives," exploring various written materials within the school environment to discover new vocabulary and identify spelling errors; they then collaboratively discussed their findings and displayed them on the classroom's "Literacy Tree." This innovation enhanced active participation, learning motivation, critical thinking skills, collaboration, vocabulary mastery, and the ability to apply Indonesian spelling rules in real-world contexts. Thus, the school-environment-based "Detektif Bahasa" educational game serves as an effective, innovative teaching strategy for strengthening the language literacy skills of elementary school students.
Downloads
References
Ehri, L. C. (2023). Science of Word Reading and Literacy Development. New York: Routledge.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment, 1(1), 20-20. https://doi.org/10.1145/950566.950595
Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work?--a literature review of empirical studies on gamification. Proceedings of the 47th Hawaii international conference on system sciences, 3025-3034. https://doi.org/10.1109/HICSS.2014.377
Hattie, J. (2023). Visible Learning: The Sequel. Routledge.
Hidayati, D., Nurhayati, N., & Subroto, M. (2020). Enhancing student engagement in learning with digital educational games: A study on language learning. Journal of Educational Technology & Society, 23(4), 150-160. https://doi.org/10.2307/26821007
Kurniawati, A., & Putri, A. S. (2021). The effectiveness of educational games in teaching regional languages: The case of Javanese language. Indonesian Journal of Education Technology, 19(1), 45-58. https://doi.org/10.11591/ijets.v19i1.3901
Kusumawati, S. (2019). Exploring the use of board games and cards in Javanese language learning. International Journal of Language Learning, 14(2), 32-43. https://doi.org/10.1109/IJLL.2019.2876420
OECD. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. Paris: OECD Publishing.
Pandey, S., & Sharma, V. (2018). Digital games and their effectiveness in language education: A review. Asian Journal of Educational Technology, 9(3), 211-223. https://doi.org/10.2307/26419412
Partnership for 21st Century Learning (P21). (2023). Framework for 21st Century Learning. Washington, DC.
Pramudito, D. A., & Rahmawati, R. (2020). Digital games in language learning: A systematic review of current research and application. Journal of Educational Innovation, 12(1), 20-30. https://doi.org/10.1002/jei.1234
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Sari, F., Wulandari, F. T., & Prasetyo, E. (2021). Digital games as an innovative tool in teaching Indonesian and Javanese languages. Technology and Language Education Review, 5(2), 72-85. https://doi.org/10.1016/j.tle.2021.06.005
Sekarsari, Elok Puspita, & Rusnilawati, Rusnilawati. (2023). The Effect of Team Games Tournament Model-Assisted Articulate Storyline Media on Improving Outcomes and Interest in Learning Javanese Script Material in Elementary School. Mimbar Sekolah Dasar, 10(1), 281-296. https://doi.org/10.53400/mimbar-sd.v10i1.
Surendeleg, G., Kuo, Y., & Rho, J. (2020). Game-based learning for enhancing learning experience in education. Educational Technology & Society, 23(3), 175-188. https://www.jstor.org/stable/26823235
Tsai, M. J., & Chai, C. S. (2018). The development of critical thinking through game-based learning: A literature review. Journal of Educational Technology & Society, 21(1), 45-55. https://www.jstor.org/stable/26823235
UNESCO. (2024). Global Education Monitoring Report 2024: Leadership in Education. Paris: UNESCO.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2023). The impact of gamification on learning and instruction: A systematic review. Education and Information Technologies, 28, 1–31.
Zainuddin, Z., Suran, M., & Sulaiman, T. (2019). The role of gamification in enhancing learning engagement in higher education. International Journal of Educational Research, 95, 56-69. https://doi.org/10.1016/j.ijer.2019.05.003
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.