PERAN PLATFORM DIGITAL DALAM MENINGKATKANKAN MOTIVASI BELAJAR BAHASA INGGRIS SISWA SEKOLAH MENENGAH ATAS : TINJAUAN PUSTAKA
Abstract
Keywords
References
Cakrawati, L. M. (2017). Students’ perceptions on the use of online learning platforms in EFL classroom. English Language Teaching and Technology Journal, 1(1), 22–30.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). ACM. doi:10.1145/2181037.2181040
Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning and teaching. Computers & Education, 126, 89–104.
Kimly, C., Hoeurn, S., Roeun, S., Ron, S., & Khann, S. (2024). The investigation of intrinsic and extrinsic motivations impacting EFL students’ English language learning. Journal of Language and Linguistics in Society, 4(6), 12–24. doi:10.55529/jlls.46.12.24
Kristina. (2021). Upaya peningkatan motivasi belajar Bahasa Inggris melalui metode pembelajaran kontekstual. Jurnal Ilmiah Pro Guru, 7(3), 233–240.
Laili, I. (2025). Implementasi aplikasi Duolingo dalam meningkatkan minat belajar Bahasa Inggris. Maliki Interdisciplinary Journal, 3(1), 44–53. doi:10.18860/mij.v3i1.13357
Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student motivation for learning: The mediating effect of learning engagement. PLoS ONE, 19(1), e0294350. doi:10.1371/journal.pone.0294350
Noor, U., Younas, M., Aldayel, H. S., Menhas, R., & Qingyu, X. (2022). Learning behavior, digital platforms for learning and its impact on university students’ motivations and knowledge development. Frontiers in Psychology, 13, 933974. doi:10.3389/fpsyg.2022.933974
Nugroho, A. (2024). Narrative review: Digital media in English language learning. Journal of Nusantara Education, 2(1), 15–27.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6. doi:10.1108/10748120110424816
Ramadhan, C. (2022). The analysis of digital learning platforms use in EFL learning. Jurnal Literasi Digital, 2(2), 139–144.
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. Language Learning & Technology, 19(2), 38–57.
Salsabila, T., Nafilah, N., Patangga, F., Zulfa, S., & Listyaningsih, N. (2025). Literature review: Efektivitas penggunaan aplikasi Duolingo terhadap motivasi belajar Bahasa Inggris. Jurnal EMPATI, 13(4), 302–312. doi:10.14710/empati.2024.46691
Shahwan, S. J., & Shahwan, T. R. (2024). Digital media and how it affects English language learning. In AI in Business: Opportunities and Limitations (Vol. 2, pp. 427–438). Cham, Switzerland: Springer Nature Switzerland.
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. doi:10.1111/jcal.12088
Yusri, Y., Rosida, A., Jufri, J., & R, M. (2018). Efektivitas penggunaan media YouTube berbasis various approaches dalam meningkatkan motivasi belajar Bahasa Inggris. Eralingua: Jurnal Pendidikan Bahasa Asing dan Sastra, 2(2), 77–82. doi:10.26858/eralingua.v2i2.6760
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. doi:10.1016/j.edurev.2020.100326
Refbacks
- There are currently no refbacks.
Lembaga BIPA UMSU
Universitas Muhammadiyah Sumatera Utara
Kampus Utama
Jl. Kapten Muchtar Basri No.3, Glugur Darat II,Medan
Sumatera Utara-20238
📞 Informasi:
+62 821-3145-7137 (Rahma)
+62 877-6337-1161 (Annisa)
🔗 Link Pendaftaran:
https://linktr.ee/SEBIPA2026, E-mail: sebipa@umsu.ac.id
This work is licensed under aCreative Commons Attribution-ShareAlike 4.0 International License.

