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Enhancing English Vocabulary Through Mobile Legends: Insights from EFL Students

Aptisi Transactions on Technopreneurship (ATT) · Vol. 7 No. 1 (2025)

DOI
10.34306/att.v7i1.545
ISSN
2656-8888, 2655-8807
Terbit
2025-03-03
Penerbit
Pandawan
Bahasa
en
Lisensi
creativecommons.org/licenses/by/4.0

Abstrak

This research aimed to explore students perceptions of playing Mobile Legends: Bang-Bang (MLBB) as a means to improve their English vocabulary. The students had limited English vocabulary, which negatively affected their learning, especially in understanding imperative statements. This study used a qualitative approach based on the Miles and Huberman analytical framework. Data were collected from 150 ninth-grade students at Junior High School 10 Pematangsiantar through closed questionnaires focusing on content vocabulary and perceptions (auditory and visual). The responses were analyzed using a 5-point Likert scale, input into Ms. Excel, and then tabulated. The results were then described descriptively in paragraph form. The findings revealed that a significant number of students reported positive outcomes regarding the influence of MLBB on vocabulary improvement. Specifically, 69.21% of students responded positively, with 13.88% strongly agreeing and 55.33% agreeing. Neutral responses accounted for 19.38%, while negative feedback totaled 11.42%, including 8.88% disagreeing and 2.54% strongly disagreeing. Regarding auditory and visual perception, 74.34% gave favorable responses, 16.7% remained neutral, and 9.6% responded negatively. The researcher concluded that most students at Junior High School 10 Pematangsiantar considered MLBB to be a beneficial alternative for improving their English vocabulary, with a significant majority expressing positive opinions about the game.

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  • Universitas Halu Oleo
  • Universitas Ahmad Dahlan
  • Institut Seni Budaya Indonesia Aceh
  • Afiliasi tidak diketahui
  • Organisasi berbeda
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  • Afiliasi tidak diketahui
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Rekan penulisOrganisasiArtikel bersama
Tekat SukomardojoAfiliasi tidak diketahui4
Handrawan HandrawanUniversitas Halu Oleo3
Rahman HasimaUniversitas Halu Oleo3
Safril Sofwan SanibUniversitas Halu Oleo2
Moh. FadhilAfiliasi tidak diketahui2
Jamaluddin IdrisAfiliasi tidak diketahui2
Ahmad SarbiniAfiliasi tidak diketahui2
Tri Stiyo FamujiUniversitas Ahmad Dahlan1
Sunardi SunardiUniversitas Ahmad Dahlan1
Muhammad Kunta BiddinikaUniversitas Ahmad Dahlan1
Aldibangun Pidekso PutroAfiliasi tidak diketahui1
Mustafa MustafaInstitut Seni Budaya Indonesia Aceh1
Oheo K. HarisAfiliasi tidak diketahui1
Vivi Fatmawati A.Afiliasi tidak diketahui1
Ahmad AhmadAfiliasi tidak diketahui1
Makkulau MakkulauUniversitas Halu Oleo1
Fahinu FahinuAfiliasi tidak diketahui1
Muhammad TaufikUniversitas Halu Oleo1
H S GusnawatyUniversitas Halu Oleo1
Deity YuningsihUniversitas Halu Oleo1
St. Muslimah SuciatiUniversitas Halu Oleo1
Haris YusufUniversitas Halu Oleo1
La Ode M. SulihinAfiliasi tidak diketahui1
Heryanti HeryantiAfiliasi tidak diketahui1
La SensuUniversitas Halu Oleo1
Sitti Aisah AbdullahAfiliasi tidak diketahui1
Fitriah FaisalUniversitas Halu Oleo1
Isnayanti IsnayantiUniversitas Halu Oleo1
Idris SaputraAfiliasi tidak diketahui1
Wa Ode ZuliartiUniversitas Halu Oleo1
Sahrina SafiuddinUniversitas Halu Oleo1
Faculty of science, Sumatera Institute of Technology, 35365, Indonesia Department of PhysicsAfiliasi tidak diketahui1
Faculty of science, Sumatera Institute of Technology, 35365, Indonesia Department of Master PhysicsAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://att.aptisi.or.id/index.php/att/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Enhancing English Vocabulary Through Mobile Legends: Insights from EFL Students</dc:title>
	<dc:creator xml:lang="en">Sinaga, Yanti Kristina</dc:creator>
	<dc:creator xml:lang="en">Sipayung, Rohdearni Wati</dc:creator>
	<dc:creator xml:lang="en">Herman, Herman</dc:creator>
	<dc:creator xml:lang="en">Nainggolan, Anggi Maria</dc:creator>
	<dc:creator xml:lang="en">Ngongo, Magdalena</dc:creator>
	<dc:creator xml:lang="en">Fatmawati, Endang</dc:creator>
	<dc:creator xml:lang="en">Thao, Nguyen Van</dc:creator>
	<dc:subject xml:lang="en">Digital Online Games</dc:subject>
	<dc:subject xml:lang="en">English</dc:subject>
	<dc:subject xml:lang="en">MLBB</dc:subject>
	<dc:subject xml:lang="en">Vocabulary</dc:subject>
	<dc:subject xml:lang="en">Perceptions</dc:subject>
	<dc:description xml:lang="en">This research aimed to explore students perceptions of playing Mobile Legends: Bang-Bang (MLBB) as a means to improve their English vocabulary. The students had limited English vocabulary, which negatively affected their learning, especially in understanding imperative statements. This study used a qualitative approach based on the Miles and Huberman analytical framework. Data were collected from 150 ninth-grade students at Junior High School 10 Pematangsiantar through closed questionnaires focusing on content vocabulary and perceptions (auditory and visual). The responses were analyzed using a 5-point Likert scale, input into Ms. Excel, and then tabulated. The results were then described descriptively in paragraph form. The findings revealed that a significant number of students reported positive outcomes regarding the influence of MLBB on vocabulary improvement. Specifically, 69.21% of students responded positively, with 13.88% strongly agreeing and 55.33% agreeing. Neutral responses accounted for 19.38%, while negative feedback totaled 11.42%, including 8.88% disagreeing and 2.54% strongly disagreeing. Regarding auditory and visual perception, 74.34% gave favorable responses, 16.7% remained neutral, and 9.6% responded negatively. The researcher concluded that most students at Junior High School 10 Pematangsiantar considered MLBB to be a beneficial alternative for improving their English vocabulary, with a significant majority expressing positive opinions about the game.</dc:description>
	<dc:publisher xml:lang="en">Pandawan</dc:publisher>
	<dc:date>2025-03-03</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://att.aptisi.or.id/index.php/att/article/view/545</dc:identifier>
	<dc:identifier>10.34306/att.v7i1.545</dc:identifier>
	<dc:source xml:lang="en">Aptisi Transactions on Technopreneurship (ATT); Vol. 7 No. 1 (2025): March; 192−205</dc:source>
	<dc:source xml:lang="id">Aptisi Transactions On Technopreneurship (ATT); Vol 7 No 1 (2025): March; 192−205</dc:source>
	<dc:source>2656-8888</dc:source>
	<dc:source>2655-8807</dc:source>
	<dc:source>10.34306/att.v7i1</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://att.aptisi.or.id/index.php/att/article/view/545/321</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Yanti Kristina Sinaga, Rohdearni Wati Sipayung, Herman Herman, Anggi Maria Nainggolan, Magdalena Ngongo, Endang Fatmawati, Nguyen Van Thao</dc:rights>
	<dc:rights xml:lang="en">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>