Exploring English Language Learning through Online Gaming: A Case Study of Two Children
Abstract
Online games are often considered as a disturbance for children, negatively affecting time management, encouraging undesirable habits, and contributing to poor academic performance. While several studies have examined the effects of online games on students, in-depth exploration at the individual level remains limited. Therefore, this study investigates the potential of online games in influencing children's English language acquisition. A case study was employed, with data collected through semi -structured interviews with children and parents. Observations of children while playing online games were conducted, along with an analysis of documents such as school assignments. The findings show that the child who played online games more frequently demonstrated a stronger grasp of English vocabulary, greater fluency in speaking, and a better ability to respond to questions about words meanings compared to child who played less frequently. Both children, however, met the minimum standard score of the English subject at school. Furthermore, several benefits of learning English through online games were identified, including increased motivation and confidence. The study also suggests that examining factors such as language aptitude, learning strategies, and environ mental support in the context of online gaming may provide a more comprehensive understanding of how online games can be utilized to enhance children's English language learning.HIGHLIGHTS:
- Learning English through online games based: in this research, learning English through online games need a supportive environment provided by parents, teachers, and peers. It is a vital role in fostering motivation and building children’s confidence in using English. It is essential for parents to recognize that each child possesses unique learning styles and abilities
- Increase English ability through game-based: through online game, children increase their English abilities. Child A and B is also reflected in their English subject scores at school. Child A consistently earns higher scores than Child B, which indicates a better understanding of English grammar and sentence structure.
- Learning English through online games raise children’s motivation. It is confirmed that after approximately six months of playing online games, Child A and B become more motivated to learn English at school. They were eager to complete homework assignments and shared their experience at school, and motivated to speak in English.
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References
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Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490
Zhong, J., & Zheng, Y. (2023). “What It Means to be a Digital Citizen”: Using concept mapping and an educational game to explore children’s conceptualization of digital citizenship. Heliyon, 9(9), e19291. https://doi.org/10.1016/j.heliyon.2023.e19291
Zhou, L. H., Ntoumanis, N., & Thøgersen-Ntoumani, C. (2019). Effects of perceived autonomy support from social agents on motivation and engagement of Chinese primary school students: Psychological need satisfaction as mediator. Contemporary Educational Psychology, 58(299), 323–330. https://doi.org/10.1016/j.cedpsych.2019.05.001
Zuo, T., Birk, M. V., van der Spek, E. D., & Hu, J. (2023). The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning. Entertainment Computing, 46(February), 100563. https://doi.org/10.1016/j.entcom.2023.100563
Al-Jamili, O., Aziz, M., Mohammed, F., Almogahed, A., & Alawadhi, A. (2024). Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency. Heliyon, 10(16), e36440. https://doi.org/10.1016/j.heliyon.2024.e36440
Almusharraf, N., Aljasser, M., Dalbani, H., & Alsheikh, D. (2023). Gender differences in utilizing a game-based approach within the EFL online classrooms. Heliyon, 9(2), e13136. https://doi.org/10.1016/j.heliyon.2023.e13136
Anam, Khairul, N., Afroni, & Mochamad. (2020). Peran Penting Orang Tua Dalam Pembelajaran Bahasa Inggris Pada Anak Usia Dini. Peran Penting Orang Tua Dalam Pembelajaran Bahasa Inggris Pada Anak Usia Dini, 1(2), 3. https://journal.stitpemalang.ac.id/index.php/Promis/article/view/302/216
Antons, S., Liebherr, M., Brand, M., & Brandtner, A. (2023). From game engagement to craving responses – The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers. Addictive Behaviors Reports, 18(November 2023), 100520. https://doi.org/10.1016/j.abrep.2023.100520
Daradkeh, S., Zibin, A., & Al-Badawi, M. (2024). A linguistic analysis of English nativised lexes and their perception by online gamers in Jordan. Ampersand, 13(April), 100182. https://doi.org/10.1016/j.amper.2024.100182
Doni, F. R. (2018). Dampak Game Online Bagi Penggunanya. IJSE – Indonesian Journal on Software Engineering Implementasi, 4(2), 6–13. https://ijse.web.id/jurnal/index.php/ijse/article/view/77/77
Fauziddin, M., & Mufarizuddin, M. (2018). Useful of Clap Hand Games for Optimalize Cogtivite Aspects in Early Childhood Education. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 2(2), 162. https://doi.org/10.31004/obsesi.v2i2.76
Himmah, F. I., & Nugraheni, N. (2023). Analisis Gaya Belajar Siswa untuk Pembelajaran Berdiferensiasi. Jurnal Riset Pendidikan Dasar (JRPD), 4(1), 31. https://doi.org/10.30595/jrpd.v4i1.16045
Kade, A., Degeng, I. N. S., & Ali, M. N. (2019). Effect of Jigsaw Strategy and Learning Style to Conceptual Understanding on Senior High School Students. International Journal of Emerging Technologies in Learning (IJET), 14(19), 4. https://doi.org/10.3991/ijet.v14i19.11592
Liu, H., & Brantmeier, C. (2019). “I know English”: Self-assessment of foreign language reading and writing abilities among young Chinese learners of English. System, 80, 60–72. https://doi.org/10.1016/j.system.2018.10.013
Merayo, N., Cotelo, R., Carratalá-Sáez, R., & Andújar, F. J. (2024). Applying machine learning to assess emotional reactions to video game content streamed on Spanish Twitch channels. Computer Speech and Language, 88(April), 101651. https://doi.org/10.1016/j.csl.2024.101651
Miftah, M. Z., Widiati, U., Wulyani, A. N., & Sharif, T. I. S. T. (2024). Preservice teachers’ pedagogical competence and transformative learning in a dual online-offline teaching practicum. Cakrawala Pendidikan, 43(2), 381–397. https://doi.org/10.21831/cp.v43i2.54371
Naderi, S., & Moafian, F. (2023). The victory of a non-digital game over a digital one in vocabulary learning. Computers and Education Open, 4(March), 100135. https://doi.org/10.1016/j.caeo.2023.100135
Nemeth, L., Bleck, V., Lipowsky, F., & Julia, G. (2024). Learning styles unmasked : Conceptual change among pre-service teachers using podcasts and texts. 94(September 2023). https://doi.org/10.1016/j.learninstruc.2024.101991
Pratiwi, M. M. S., Subandi, S., & Adiyanti, M. G. (2020). Faktor Eksternal dari Orangtua atau Faktor Internal Diri Sendiri yang Memprediksi Emosi Moral Remaja? Intuisi : Jurnal Psikologi Ilmiah, 12(1), 1–17. https://doi.org/10.15294/intuisi.v12i1.24080
Putri, V., Yeni Rahmawati, I., Cahyono, H., & Fauzi Nasution, I. (2023). Language Acquisition among Early Childhood Diaspora: The Role of Indonesian in Malaysia’s Kepong Guidance Studio. Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini, 9(2), 301–313. https://doi.org/10.14421/jga.2024.92-11
Saastamoinen, T., Elomaa-Krapu, M., Härkänen, M., Näslindh-Ylispangar, A., & Vehviläinen-Julkunen, K. (2024). Students’ experiences of a computer-based simulation game as a learning method for medication process: A qualitative study. Teaching and Learning in Nursing, 19(2), e432–e438. https://doi.org/10.1016/j.teln.2024.01.009
Schiele, T., Edelsbrunner, P., Mues, A., Birtwistle, E., Wirth, A., & Niklas, F. (2025). The effectiveness of game-based literacy app learning in preschool children from diverse backgrounds. Learning and Individual Differences, 117(November 2024), 102579. https://doi.org/10.1016/j.lindif.2024.102579
Setyawan. (2022). The Student’s Lack Of Interest In Efl Reading Classroom.
Stoller, F. L., & Nguyen, L. T. H. (2020). Reading habits of Vietnamese University English majors. Journal of English for Academic Purposes, 48, 100906. https://doi.org/10.1016/j.jeap.2020.100906
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40(June), 100546. https://doi.org/10.1016/j.edurev.2023.100546
Vnucko, G., Kralova, Z., & Tirpakova, A. (2024). Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students. Heliyon, 10(13), e33301. https://doi.org/10.1016/j.heliyon.2024.e33301
Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490
Zhong, J., & Zheng, Y. (2023). “What It Means to be a Digital Citizen”: Using concept mapping and an educational game to explore children’s conceptualization of digital citizenship. Heliyon, 9(9), e19291. https://doi.org/10.1016/j.heliyon.2023.e19291
Zhou, L. H., Ntoumanis, N., & Thøgersen-Ntoumani, C. (2019). Effects of perceived autonomy support from social agents on motivation and engagement of Chinese primary school students: Psychological need satisfaction as mediator. Contemporary Educational Psychology, 58(299), 323–330. https://doi.org/10.1016/j.cedpsych.2019.05.001
Zuo, T., Birk, M. V., van der Spek, E. D., & Hu, J. (2023). The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning. Entertainment Computing, 46(February), 100563. https://doi.org/10.1016/j.entcom.2023.100563

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Published
2025-04-30
How to Cite
Mafulah, S., Mhirda, M. J., & Haider, S. (2025). Exploring English Language Learning through Online Gaming: A Case Study of Two Children. JEES (Journal of English Educators Society), 10(1), 49-55. https://doi.org/10.21070/jees.v10i1.1919
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Articles
Copyright (c) 2025 SITI MAFULAH, Maftuch Junaidy Mhirda, Sanwal Haider

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