Student’s Responses of Using Mobile Legends Bang Bang as A Game Based Learning Media in Teaching Vocabulary Mastery on Junior High School in Padalarang

Authors

  • Muhammad Akbar IKIP Siliwangi, Indonesia
  • Aseptiana Parmawati IKIP Siliwangi, Indonesia

DOI:

https://doi.org/10.30734/jpe.v13i1.5252

Keywords:

Mobile Legends Bang Bang, Vocabulary Mastery, Game Based Learning

Abstract

This study explores students’ responses toward the use of Mobile Legends Bang Bang (MLBB) as a Game-Based Learning (GBL) media in teaching English vocabulary mastery among eighth-grade students at a junior high school in Padalarang. The study addresses students’ difficulties in learning vocabulary through conventional methods, which often lack engagement and contextual relevance. MLBB, as a popular digital game among adolescents, was utilized to provide a more meaningful and motivating learning experience. A qualitative descriptive method was applied, and data were collected through a questionnaire consisting of open-ended and close-ended items. Thirty eighth-grade students participated in the study after experiencing vocabulary learning activities that incorporated MLBB. The questionnaire responses were analyzed to identify students’ perceptions and attitudes. The findings show that students responded positively to the use of MLBB in vocabulary learning. They stated that the game helped them understand vocabulary in context, increased their motivation, and made learning more enjoyable. Students also felt more confident and engaged during the learning process.

References

Akrima, F. (2023). The Effect of Online Game Mobile Legends on Students’english Vocabulary Mastery (Doctoral dissertation, Universitas Pancasakti Tegal).

Arianto, F., Az-Zahra, H. M., & Prakoso, B. S. (2024). User Experience Analysis on Mobile-Based MOBA Games Using UX Curve Method: Case Study: Mobile Legends. Journal of Games, Game Art, and Gamification, 9(2), 43-51..

Kobis, D. C., & Tomatala, M. F. (2020). Students’perceptions on Mobile Legends: Bang-Bang (Mlbb) as Medium to Learn English. Lingua: Jurnal Ilmiah, 16(2), 22-38.

Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.

Handayani, E. (2024). Penguasaan Kosa Kata Bahasa Inggris Peserta Didik Di Sekolah Dasar. Karimah Tauhid, 3(1), 771-781.

Hariadi, F., Jumalia, J., & Talakua, A. C. (2023). Pengenalan game edukasi untuk meningkatkan perbendaharaan kosa kata benda dalam bahasa inggris. Mitra Mahajana: Jurnal Pengabdian Masyarakat, 4(2), 78-84.

Katemba, C. V. (2020). Teachers' Perceptions in Implementing Technologies in Language Teaching and Learning. Acuity: Journal of English Language Pedagogy, Literature and Culture, 5(2), 123-136.

Nareswara, D. P., & Isnaini, M. (2023). Fantasi dan Transformasi Makna Bermain Game Online Mobile Legends: Bang Bang. JURNAL SIMBOLIKA Research and Learning in Communication Study, 9(2), 130-141.

Ong, A. K. S., Prasetyo, Y. T., Robas, K. P. E., Persada, S. F., Nadlifatin, R., Matillano, J. S. A., ... & Taningco, K. A. C. (2023). Determination of factors influencing the behavioral intention to play “Mobile Legends: Bang-Bang” during the COVID-19 pandemic: Integrating UTAUT2 and system usability scale for a sustainable E-sport business. Sustainability, 15(4), 3170.

Perkasa, A. G. D., Lubis, N., Putri, R. F., & Amin, T. S. (2022). Tertiary students’ perception of mobile legend game on Vocabulary Mastery. Indonesian Journal of ELT and Applied Linguistics (IJEAL), 1(2).

Rashid, M. H., Lan, Y., & Hui, W. (2022). The importance of vocabulary in teaching and learning in applied linguistics. Linguistics and Culture Review, 6(on), 541-550.

Realo, J., Salvador, A. J., Sonajo, G., Tagata, V. M., Vidad, N. A., & Cristobal, J. (2022). Improving the Grade 8 Students’ Vocabulary Skill Through Localized Game-Based Activities. American Journal of Arts and Human Science, 1(2), 40–45. https://doi.org/10.54536/ajahs.v1i2.321

Santi, K. (2024). The use of “Mobile Legends” Games to Enhance Students’ Vocabulary Mastery Among.

Sinaga, Y. K., Sipayung, R. W., Herman, H., Nainggolan, A. M., Ngongo, M., Fatmawati, E., & Van Thao, N. (2025). Enhancing English Vocabulary Through Mobile Legends: Insights from EFL Students. Aptisi Transactions on Technopreneurship (ATT), 7(1), 192-205.

Syamil. (2023). Metodologi Penelitian Kuantitatif Kualitatif dan Kombinasi MSI.

Utomo, A., & Bastiar, I. (2020). The use of Instagram to improve English Literature students’ self-confidence in mastering speaking skill. Jurnal Pendidikan Edutama, 7(2), 81-92.

Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., & Trajkovik, V. (2023). Game-based learning in computer science education: a scoping literature review. International Journal of STEM Education, 10(1), 54.

Yani, A. (2023). Transformasi Teknologi Dalam Pembelajaran di Era Revolusi Industri 4.0. Jurnal PenKoMi: Kajian Pendidikan dan Ekonomi, 6(2), 68-75.

Downloads

Published

2026-01-02

How to Cite

Akbar, M., & Parmawati, A. (2026). Student’s Responses of Using Mobile Legends Bang Bang as A Game Based Learning Media in Teaching Vocabulary Mastery on Junior High School in Padalarang . Jurnal Pendidikan Edutama, 13(1), 156–167. https://doi.org/10.30734/jpe.v13i1.5252

Citation Check

Similar Articles

<< < 5 6 7 8 9 10 11 12 13 14 > >> 

You may also start an advanced similarity search for this article.