Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak
DOI:
https://doi.org/10.24246/j.js.2025.v15.i1.p60-67Keywords:
Gamification, BIPA For Young LearnerAbstract
This case study aims to describe the implementation of gamification in an online BIPA (Bahasa Indonesia for Foreign Speakers) class and to analyze the ability of Danish learners to pronounce Indonesian vocabulary. The study was conducted with six learners aged 9–12 years in an online BIPA class organized by the Embassy of Indonesia in Denmark. Reflective notes and observation guidelines were used as instruments to collect data. Thematic data analysis revealed that gamification using Wordwall was implemented through five types of games: (1) Complete The Word, (2) The Hidden Words, (3) The Pacman Game, (4) Word Puzzles, and (5) Sentence Puzzles. Meanwhile, learners made four types of pronunciation errors: (1) sound addition, (2) sound omission, (3) sound alteration, and (4) code-switching. Based on these findings, further research is needed to determine whether these pronunciation errors also occur when learners write the vocabulary. Comprehensive knowledge of this issue will provide deeper insights into how such errors occur, enabling teachers to develop strategies to prevent recurring mistakes.
Downloads
References
Aktaş, N. (2023). The Effect of Online Reciprocal Teaching on Fourth Grade Primary School Students’ Reading Comprehension Skills and Reading Motivation. Reading & Writing Quarterly, 1–27. https://doi.org/10.1080/10573569.2023.2192720
Bashan, B., & Holsblat, R. (2017). Reflective journals as a research tool: The case of student teachers’ development of teamwork. Cogent Education, 4(1), 1374234. https://doi.org/10.1080/2331186X.2017.1374234
Chen, W., Sun, P., & Yang, Z. (2024). Understanding Chinese second language learners’ foreign language learning boredom in online classes: its conceptual structure and sources. Journal of Multilingual and Multicultural Development, 45(8), 3291–3307. https://doi.org/10.1080/01434632.2022.2093887
Cheng, Y.-M. (2022). How Different Categories of Gamified Stimuli Affect Massive Open Online Courses Continuance Intention and Learning Performance? Mediating Roles of Internal Experiences. Social Science Computer Review, 41(2), 495–527. https://doi.org/10.1177/08944393221111928
Febriansah, A. T., Syaifuddin, A., Soepriyanto, Y., Pendidikan, T., & Malang, U. N. (2024). Gamification Developments in Education: Perkembangan Gamifikasi di Bidang Pendidikan. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 14(2), 177–186. https://doi.org/10.24246/J.JS.2024.V14.I2.P177-186
Hagedorn, C., Serth, S., & Meinel, C. (2023). The mysterious adventures of Detective Duke: How storified programming MOOCs support learners in achieving their learning goals. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.1016401
Han, X., Li, W., & Filippi, R. (2022). The effects of habitual code-switching in bilingual language production on cognitive control. Bilingualism: Language and Cognition, 25(5), 869–889. https://doi.org/10.1017/S1366728922000244
Ishida, M., & Arai, T. (2016). Missing phonemes are perceptually restored but differently by native and non-native listeners. SpringerPlus, 5(1), 713. https://doi.org/10.1186/s40064-016-2479-8
Kashino, M. (2006). Phonemic restoration: The brain creates missing speech sounds. Acoustical Science and Technology, 27(6), 318–321. https://doi.org/10.1250/ast.27.318
Kemdikbud. (2024). Darmasiswa • Ministry of Education and Culture. https://darmasiswa.kemdikbud.go.id/
Liu, W. (2024). The cognitive basis of thematic analysis. International Journal of Research & Method in Education, 47(3), 277–287. https://doi.org/10.1080/1743727X.2023.2274337
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
Ma’rifah, M. Z., & Mawardi. (2022). Peningkatan Kemampuan Berpikir Kritis Siswa Menggunakan Hyflex Learning Berbantuan Wordwall. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 12(3), 225–235. https://doi.org/10.24246/J.JS.2022.V12.I3.P225-235
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative Research : A Guide to Design and Implementation (Fourth). Jossey-Bass.
Mulyaningtyas, R., Karrina, N. H., & Aminah, N. (2024). Pemanfaatan Media Raja Kelana dalam Pembelajaran BIPA. Sandibasa, 2(1), 242–252.
Muzdalifah, & Nuryanti, M. (2020). Wordwall Dalam Pembelajaran Tata Bahasa Indonesia Secara Daring Pada Masa Pandem. Prosiding Seminar Internasional Seminar Kepakaran Bahasa Indonesia Untuk Penutur Asing.
Naufalia, A., Sitaresmi, N., & Rahma, R. (2021). Phoneme Adding Error (Anaptyxis) on Pronunciation of Basic Korean BIPA Learners. Advances in Social Science, Education and Humanities Research, 23–29. https://doi.org/10.2991/assehr.k.211119.005
Pedrosa, D. (2024). Co-regulated learning in initial teacher education: strategies adopted by students during the development of ICT integration projects in Basic Education. Educational Media International, 61(1–2), 42–56. https://doi.org/10.1080/09523987.2024.2357476
Puig, A., Rodríguez, I., Rodríguez, Á., & Gallego, I. (2023). Evaluating Learner Engagement with Gamification in Online Courses. Applied Sciences, 13(3), 1535. https://doi.org/10.3390/app13031535
Ramadhani, R. P., Pratama, F. Y., & Aryawan, F. N. (2022). Teaching The Indonesian Language As A Heritage Language For Diaspora Children. SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS), 10(2), 333–339. https://doi.org/10.24036/spektrumpls.v10i2.117419
Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877X.2021.1875201
Sadan, M., Lipka, O., & Katzir, T. (2024). Students’ emotional experiences and learning outcomes during digital vocabulary instruction: comparing struggling and typical third grade readers. Computer Assisted Language Learning, 1–30. https://doi.org/10.1080/09588221.2024.2382452
Saito, S., & Baddeley, A. D. (2004). Irrelevant Sound Disrupts Speech Production: Exploring the Relationship between Short-Term Memory and Experimentally Induced Slips of the Tongue. The Quarterly Journal of Experimental Psychology Section A, 57(7), 1309–1340. https://doi.org/10.1080/02724980343000783
Sari, C. P. (2020). Penggunaan Aplikasi Permainan Kosakata Daring Untuk Meningkatkan Kemampuan Menulis Pada Pengajaran Bipa Jarak Jauh Level Pemula. Prosiding Seminar Internasional Seminar Kepakaran Bahasa Indonesia Untuk Penutur Asing.
Septriani, H., & Rustandi, Y. (2023). Optimalisasi Media Digital Interaktif Wordwall dalam PJJ BIPA di Kedutaan Besar Republik Indonesia di Bern, Swiss. Ranah: Jurnal Kajian Bahasa, 12(1), 13. https://doi.org/10.26499/rnh.v12i1.6208
Shi, L.-F., & Sánchez, D. (2011). The role of word familiarity in Spanish/English bilingual word recognition. International Journal of Audiology, 50(2), 66–76. https://doi.org/10.3109/14992027.2010.527862
Shimray, R., & Wangdi, T. (2023). Boredom in online foreign language classrooms: Antecedents and solutions from students’ perspective. Journal of Multilingual and Multicultural Development, 0(0), 1–16. https://doi.org/10.1080/01434632.2023.2178442
Suyitno, I. (2017). Deskripsi Empiris dan Model Perangkat Pembelajaran BIPA. PT Refika Aditama.
Suyitno, I. (2018). Perilaku Belajar dan Pembelajaran BIPA: Acuan Dasar Pengembangan Literasi Komunikatif Pelajar BIPA. PT Refika Aditama.
Üstünel, E. (2016). EFL Classroom Code-Switching. Palgrave Macmillan UK.
Winarsih, D., & Nuraini, C. (2023). Pembelajaran BIPA untuk tujuan profesional di La Rochelle Université Prancis. Jurnal Bahasa Indonesia Bagi Penutur Asing (JBIPA), 5(2), 161–176. https://doi.org/10.26499/jbipa.v5i2.6720
Wiratikusuma, F., Zi Yan, M., Kun, H., & Hao, L. (2024). Current situation of Chinese learning Indonesian. Jurnal Bahasa Indonesia Bagi Penutur Asing (JBIPA), 6(1), 1–8. https://doi.org/10.26499/jbipa.v6i1.5796
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Scholaria: Jurnal Pendidikan dan Kebudayaan

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

Scholaria: Jurnal Pendidikan dan Kebudayaan is licensed under a Creative Commons Attribution 4.0 International License
Copyright is held by the Scholaria: Jurnal Pendidikan dan Kebudayaan









