NON-DIGITAL LANGUAGE GAMES TO CREATE MEANINGFUL LEARNING EXPERIENCE FOR ADULT LEARNERS

Anastasia Sastrikirana, Wahyu Pramudita

Abstract


Civil servants are expected to be professional and competent because they have to be able to work well and to tackle challenges in VUCA conditions. To improve their competitiveness, opportunities to continue to higher level of education are given. Those who take these opportunities should attend TOEFL Preparation classes held by the Language Training Center of the National Institute of Public Administration. In order to help them learn TOEFL, three non-digital language games were developed and applied in the classroom to help them learn. To obtain data whether these games could create meaningful learning this research was conducted. Data were gathered from online questionnaire whose questions were revolved around five attributes of meaningful learning and also from classroom observation. The results showed that all attributes of meaningful learning which were active, constructive, intentional, authentic, and cooperative were achieved. The games enabled them to actively and enthusiastically played the non-digital language games with their classmates. They also shared common knowledge that they could use to answer Structure and Written Expressions questions. They also mentioned that the games helped them construct their initial knowledge and the new knowledge they learnt in the classroom. They also agreed that the games enabled them to obtain a clear description of the real TOEFL Structure and Written Expressions.

Keywords: non-digital language games; meaningful learning experience; adult learners


Full Text:

PDF

References


Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the Learning Process with Game-based Learning: The Fundamental Concepts. International Journal of Technology in Education (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169

Alshebou, S., & Taqi, H.A. (2019). English Language Learning in Adulthood: Perceptions of Female Adult Learners. British Journal of Education, 7(6), 9-25. https://www.eajournals.org/wp-content/uploads/English-Language-Learning-in-Adulthood-Perceptions-of-female-adult-learners.pdf

Badan Kepegawaian Negara. (2022). Booklet Panduan Pengembangan Kompetensi Jalur Pendidikan. Retrieved from https://www.bkn.go.id/unggahan/2022/08/BOOKLET-PANDUAN-TUBEL-2022.pdf

DeWalt, Kathleen M. & DeWalt, Billie R. (1998). Participant observation. In H. Russell Bernard (Ed.), Handbook of Methods in Cultural Anthropology (pp. 259-300). Walnut Creek: Altamira Press.

Educational Testing Service. (2024). TOEFL: Opening Doors to a Wide and Diverse World. Retrieved from https://www.ets.org/toefl.html

Friehs, B. (2016). Games in Adult Foreign Language Teaching. International Conference on Language, Innovation, Culture, and Education, 51-61. https://icsai.org/procarch/3iclice/index.html

Harmer, J. (2001). How to Teach English. Harlow: Pearson Longman.

Howland, J., Jonassen, D., & Marra , R. (2012). Meaningful learning with technology. Upper Saddle River, NJ: Pearson

Hidayat, R. (2018). Game-Based Learning: Academic Games Sebagai Metode Penunjang Pembelajaran Kewirausahaan. Buletin Psikologi, 26(2), 71-85. https:// DOI: 10.22146/buletinpsikologi.30988

Hung, B.P. (2019). Meaningful Learning and Its Implications for Language Education in Vietnam. Journal of Language and Education, 5(1), 98-102. https://doi.org/10.17323/2411-7390-2019-5-1-98-102

Hutabarat, Z., & Zaidi, M.Y. (2021). Improving Reading Skill through Game Technique for the First Grade Elementary School Students. Journal of English Language Teaching and Literature, 2(2), 130-139.

Indira Gandhi National Open University. (2018). Non-Digital Teaching Learning Resources.

Retrived from https://egyankosh.ac.in/handle/123456789/46308

Kementerian Pendayagunaan Aparatur Negara dan Reformasi Birokrasi. (2021). https://www.bkn.go.id/unggahan/2022/06/SE-Nomor-28-Tahun-2021.pdf

Knowles, M. S. (1990). The Adult Learner: A Neglected Species, 4th ed. Houston: Gulf.

Lembaga Administrasi Negara. (2020). http://sister.lan.go.id/documents/625872/5721857/

PERATURAN+LEMBAGA+ADMINISTRASI+NEGARA+REPUBLIK+INDONESIA+NOMOR+11+TAHUN+2020+TENTANG+ORGANISASI+DAN+TATA+KERJA++BALAI+PELATIHAN+BAHASA/4830d839-775f-4fad-8575-622d8bb7d6bb

Mali, Y.C.G. (2017). Adult Learners’s Experiences in Learning English: A Case Study of Two University Students in Indonesia. IJOLTL, 2(2), 131-146. https:// DOI:10.30957/ijoltl.v2i2.280

Merriam, S. B. (1998). Case study research in education. A qualitative approach. San Francisco: Josey-Bass.

Michael, J. A. (2004). Mental models and meaningful learning. J Vet Med Educ. Spring,

(1):1-5. https:// doi: 10.3138/jvme.31.1.1. PMID: 15962239.

Purwati, D., Mardhiah, A., Nurhasanah, E., & Ramli, R. (2022). The Six Characteristics of Andragogy and Future Research Directions in EFL: A Literature Review. Elsya: Journal of English Language Studies, 4(1), 86-95. https://doi.org/10.31849/elsya.

v4i1.7473

Syafii, M.L., Kusnawan, W., & Syukroni, A. (2020). Enhancing Listening Skills Using Games. International Journal on Studies in Education, 2(2), 78-107. https://doi.org/10.46328/ijonse.21

Udosen, A. E., & Ekpo, U. S. (2016). Instructional Games: Implications for Curriculum and Instruction. Equatorial Journal of Education and Curriculum Studies. 1(1):24-42. https://ssrn.com/abstract=2834253

Widiantoro, Y. & Dukut, E. (2018). Information System for Game TOEFL Like App. International Conference on Informatics and Computational Sciences (ICICoS), 1-6. https:// DOI: 10.1109/ICICOS.2018.8621685

Wong, K.P. (2015). Facilitating a Meaningful Learning Experience for Students by Multimedia Teaching Approach. Asia Pacific Journal of Contemporary Education and Communication Technology, 1(1), 72-80. https://apiar.org.au/journal-paper/facilitating-a-meaningful-learning-experience-for-students-by-multimedia-teaching-approach/




DOI: https://doi.org/10.31932/jees.v7i2.4031

Article Metrics

Abstract view : 9 times
PDF - 5 times

Refbacks

  • There are currently no refbacks.


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