Penulis Utama : Anisa Pratiwi
NIM / NIP : K2217011
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Given that Digital Game-Based Learning has gained numerous attentions among researchers and educators for its fun-learning concept, it is believed to promote learners’ enjoyment. The present study explicates two things: the learning enjoyment reported by EFL learners based on (Fu et al., 2009) ’s EGameFlow and the impacts on EFL learners’ vocabulary mastery based on Nation’s (2001) concept, while playing games. This study involved an Indonesian EFL learner who is also an active digital game player. Narrative Inquiry methods were applied to present the findings. Thus, observations, learner’s reflection diary, interviews, and artifacts are involved in the data analysis. The results showed that 6 out of 8 dimensions of EGameFlow emerged, and vocabulary mastery was achieved through Nation’s (2001) concept—along with 78 new words and phrases learned. Furthermore, by looking deep into the participant’s stories, the findings also generate meaningful implications for vocabulary learning and learning enjoyment in digital game-based learning.

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Penulis Utama : Anisa Pratiwi
Penulis Tambahan : -
NIM / NIP : K2217011
Tahun : 2022
Judul : Exploring Student’s Learning Enjoyment and Vocabulary Mastery in Digital Game-Based Learning Experience: A Narrative Inquiry
Edisi :
Imprint : Surakarta - Fak. KIP - 2022
Program Studi : S-1 Pendidikan Bahasa Inggris
Kolasi :
Sumber : UNS-Fak. KIP 2022
Kata Kunci : Digital Game-Based Learning, Learning Enjoyment, Vocabulary Learning
Jenis Dokumen : Skripsi
ISSN :
ISBN :
Link DOI / Jurnal : -
Status : Public
Pembimbing : 1. Dr. Nur Arifah Drajati, M.Pd
2. Ellisa Indriyani P. H., S.Pd, M.Hum
Penguji : 1. Dr. Ngadiso, M.Pd
2. Sri Haryati, S.Pd., M.Pd
Catatan Umum : tidak ada DOI (2)
Fakultas : Fak. KIP
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