Teacher’s Beliefs and Practices in Integrating Digital Game-Based Learning in a Technology-Integrated School

Miranti Miranti(1), Dyah Setyowati Ciptaningrum(2), Lusi Nurhayati(3),
(1) Universitas Negeri Yogyakarta  Indonesia
(2) Universitas Negeri Yogyakarta  Indonesia
(3) Universitas Negeri Yogyakarta  Indonesia

Corresponding Author
Copyright (c) 2025 Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa

DOI : https://doi.org/10.24036/ld.v19i2.132686

Full Text:    Language : en

Abstract


This study explores an English teacher's beliefs and practices in integrating Digital Game-Based Learning (DGBL) within an EFL classroom in a technology-integrated school in Medan, Indonesia. Using a qualitative case study approach, data were collected through in-depth interviews with one teacher and teaching materials analysis, providing comprehensive insights into the teacher's perspectives and classroom practices.  The data analysis technique employed in this research was thematic analysis. The findings revealed that the teacher believed   DGBL was a flexible and engaging pedagogical tool that aligns 21st-century learning principles and fosters student-centered instruction. The teacher frequently utilized tools such as Kahoot, Quizziz, and Wordwall to enhance student engagement and interactivity. Despite its benefits, challenges were identified, including limited suitability of DGBL for all materials, difficulty in assessing comprehension, and occasional technical barriers such as poor internet connectivity. The teacher emphasized the importance of balancing DGBL with traditional teaching methods to address diverse learning preferences and objectives. Additionally, the lack of formal training in DGBL integration highlighted a gap in professional development, suggesting a need for targeted training and administrative support. The study underscores the potential of DGBL to enhance student engagement and teacher innovation while identifying areas for improvement. It recommends future research on game design, feedback mechanisms, and collaboration to optimize learning outcomes alongside structured professional development for educators integrating DGBL into their practices.


Keywords


Digital Game-Based Learning (DGBL), teacher's beliefs and practices, technology-integrated school

References


Aeni, N., Nur, S., & Yunus, M. (2024a). Promoting EFL Students’ Engagement by Using Bamboozle: Digital Game-Based Learning in Indonesian Higher Education.

Aeni, N., Nur, S., & Yunus, M. (2024b). Promoting EFL Students’ Engagement by Using Bamboozle: Digital Game-Based Learning in Indonesian Higher Education.

Alimyar, Z., & Lakshmi G, S. (2021). A study on language teachers’ preparedness to use technology during COVID-19. Cogent Arts & Humanities.

Alyaz, Y., & Sinem GENC, Z. (2016). Digital Game-Based Language Learning In Foreign Language Teacher Education. In Turkish Online Journal of Distance Education.

Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/ijasre.2018.33016

Ardic, O., & Ciftci, H. (2019). ICT competence and needs of Turkish EFL instructors: The role of gender, institution and experience. Eurasian Journal of Applied Linguistics, 5(1), 153–173. https://doi.org/10.32601/ejal.543791

Blume, C. (2020). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33(1–2), 109–132. https://doi.org/10.1080/09588221.2018.1552599

Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40.

Braun, V., & Clarke, V. (2012). Thematic analysis. In H. Cooper, P. M. Camic, D. L. Long, A. T. Panter, D. Rindskopf, & K. J. Sher (Eds.), APA handbook of research methods in psychology, Vol 2: Research designs: Quantitative, qualitative, neuropsychological, and biological.

Cheng, L., Antonenko, P. D., & Ritzhaupt, A. D. (2024). The impact of teachers’ pedagogical beliefs, self-efficacy, and technology value beliefs on 3D printing integration in K-12 science classrooms. Educational Technology Research and Development, 72(1), 181–208. https://doi.org/10.1007/s11423-023-10276-3

Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, Quantitative, and Mixed Methods Approaches.

Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design choosing among five approaches (4th Ed.). Sage Publications, Inc.

Farjon, D., Smits, A., & Voogt, J. (2019). Technology integration of pre-service teachers explained by attitudes and beliefs, competency, access, and experience. Computers and Education, 130, 81–93. https://doi.org/10.1016/j.compedu.2018.11.010

Gay, L., Mills, G. E., & Airasian, P. (2009). Educational Research: Competencies for Analysis and Applications.

Ghani, M. T. A., Hamzah, M., Daud, W. A. A. W., & Romli, T. R. M. (2022). The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level. Contemporary Educational Technology, 14(1). https://doi.org/10.30935/cedtech/11480

Hennink, M., Hutter, I., & Bailey, A. (2019). Qualitative Research Methods (2nd ed.). SAGE Publications Ltd.

Hughes, P.; Swars Auslander, S.; Stinson, D.W.; Fortner, C.K. Elementary Teachers’ Mathematical Beliefs and Mathematics Anxiety: How Do They Shape Instructional Practices? Sch. Sci. Math. 2019, 119, 213–222

Hol, D., & Aydın, I. (2020). Is Technology in Our Classrooms? EFL Teachers’ Beliefs and Engagement with Technology in the Classroom. Journal of Educational Issues, 6(2), 38. https://doi.org/10.5296/jei.v6i2.17326

Kaufmann, K., & Peil, C. (2020). The mobile instant messaging interview (MIMI): Using WhatsApp to enhance self-reporting and explore media usage in situ. Mobile Media and Communication, 8(2), 229–246. https://doi.org/10.1177/2050157919852392

Kucher, T. (2021). Principles and Best Practices of Designing Digital Game-Based Learning Environments. International Journal of Technology in Education and Science, 5(2), 213–223. https://doi.org/10.46328/ijtes.190

Mahayanti, N. W. S., Kusuma, I. putu I., Ashadi, A., & Rachman, D. (2024). The Impact of Digital Game-Based Learning on Children’s Self-Efficacy and Reading Success. Voices of English Language Education Society, 8(1). https://doi.org/10.29408/veles.v8i1.25325

Mahayanti, S. (2020). Digital Game-Based Learning in EFL: Its Effect on Young Learners’ Self-Regulated Learning. https://www.researchgate.net/publication/342040135

Merriam, S. B., & Tisdell, E. J. (2015). Qualitative Research: A Guide to Design and Implementation.

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9). https://doi.org/10.3390/computers12090177

Nugroho, A., & Mutiaraningrum, I. (2020). EFL teachers beliefs and practices about digital learning of English. EduLite: Journal of English Education, Literature and Culture, 5(2), 304. https://doi.org/10.30659/e.5.2.304-321

Nyimbili, F., & Nyimbili, L. (2024). Types of Purposive Sampling Techniques with Their Examples and Application in Qualitative Research Studies. British Journal of Multidisciplinary and Advanced Studies, 5(1), 90–99. https://doi.org/10.37745/bjmas.2022.0419

Polkinghorne, D. E. (2006). An agenda for the second generation of qualitative studies. International Journal of Qualitative Studies on Health and Well-Being, 1(2), 68–77. https://doi.org/10.1080/17482620500539248

Ramaila, S., & Molwele, A. J. (2022). The Role of Technology Integration in the Development of 21st Century Skills and Competencies in Life Sciences Teaching and Learning. International Journal of Higher Education, 11(5), 9. https://doi.org/10.5430/ijhe.v11n5p9

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological Processes. Harvard University Press.

Wandana, M. C. T. R., Muniroh, S., & Karmina, S. (2024). The Implementation Of Digital Game-Based Language Learning In A Developing Country: A Literature Review. Research and Development Journal of Education, 10(1), 421. https://doi.org/10.30998/rdje.v10i1.23085

Wiles, R. (2013). What are Qualitative Research Ethics? Bloomsbury Publishing.

Yin, R. K. (2014). Case study research: Design and methods (5th ed). Sage Publications.


Article Metrics

 Abstract Views : 72 times
 PDF Downloaded : 24 times

Refbacks

  • There are currently no refbacks.




Copyright (c) 2025 Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa

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