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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
Published
2025-03-03
Publisher
Pandawan
Language
en
License
creativecommons.org/licenses/by/4.0

Abstract

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.

Keywords

Collaboration network of the authors

40 authors · 113 co-authorship links · 15 across different organisations · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Halu Oleo
  • Universitas Ahmad Dahlan
  • Institut Seni Budaya Indonesia Aceh
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Tekat SukomardojoAffiliation unknown4
Handrawan HandrawanUniversitas Halu Oleo3
Rahman HasimaUniversitas Halu Oleo3
Safril Sofwan SanibUniversitas Halu Oleo2
Dewi Indriyani RoslimAffiliation unknown2
Moh. FadhilAffiliation unknown2
Jamaluddin IdrisAffiliation unknown2
Ahmad SarbiniAffiliation unknown2
Tri Stiyo FamujiUniversitas Ahmad Dahlan1
Sunardi SunardiUniversitas Ahmad Dahlan1
Muhammad Kunta BiddinikaUniversitas Ahmad Dahlan1
Aldibangun Pidekso PutroAffiliation unknown1
Mustafa MustafaInstitut Seni Budaya Indonesia Aceh1
Oheo K. HarisAffiliation unknown1
Vivi Fatmawati A.Affiliation unknown1
Ahmad AhmadAffiliation unknown1
Makkulau MakkulauUniversitas Halu Oleo1
Fahinu FahinuAffiliation unknown1
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. SulihinAffiliation unknown1
Heryanti HeryantiAffiliation unknown1
La SensuUniversitas Halu Oleo1
Sitti Aisah AbdullahAffiliation unknown1
Fitriah FaisalUniversitas Halu Oleo1
Isnayanti IsnayantiUniversitas Halu Oleo1
Idris SaputraAffiliation unknown1
Sahrina SafiuddinUniversitas Halu Oleo1
Faculty of science, Sumatera Institute of Technology, 35365, Indonesia Department of PhysicsAffiliation unknown1
Faculty of science, Sumatera Institute of Technology, 35365, Indonesia Department of Master PhysicsAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://att.aptisi.or.id/index.php/att/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (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>