The Traditional Game of Dakon as a Learning Medium for Indonesian Language for Foreign Speakers at Yale University, United States

Authors

DOI:

https://doi.org/10.63931/ijchr.v7i1.114

Keywords:

Dakon, Game-based Learning, Indonesian Language Learning for Foreign Speakers, Yale University

Abstract

This article explores the use of the traditional Indonesian game, dakon, as a medium for learning Indonesian for non-native speakers at Yale University, United States. This study is based on the theory of game-based learning, which states that game-based learning can increase student motivation and engagement. Dakon, as a traditional game that requires verbal interaction, strategy, and calculation, is believed to be an effective tool in language learning, especially in developing speaking, listening, and vocabulary skills. This study uses a qualitative approach with interviews and observations of 44 non-native Indonesian language students at Yale University. The results show that the use of dakon in Indonesian language learning increases student participation, enriches their vocabulary, and strengthens their understanding of Indonesian culture. Based on the calculation of Cohen's d, a significant difference in speaking skills between the two groups was found, with a value of Cohen's d = 1.81, indicating a large effect size. This suggests that the use of dakon in language learning has a more substantial impact on improving Indonesian speaking skills compared to conventional methods.

Author Biographies

Kundharu Saddhono, Faculty of Teacher Training and Education

Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Raheni Suhita, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Edy Suryanto, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Indriyo Sukmono, Yale University, United Stated of America

Yale University, United Stated of America

Aldi Dwi Saputra, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia

References

[1] Adi, B. S., Irianto, D. P., & Sukarmin, Y. (2022). Teachers’ perspectives in motor learning with traditional game approach for early childhood. Cakrawala Pendidikan, 41(1), 1-11. https://doi.org/10.21831/cp.v41i1.36843 DOI: https://doi.org/10.21831/cp.v41i1.36843

[2] Alomair, Y., & Hammami, S. (2024). Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games. International Journal of Computer Games Technology, 2024(1), 8084687. https://doi.org/10.1155/2024/8084687 DOI: https://doi.org/10.1155/2024/8084687

[3] Arisnawati, N., & Yulianti, A. I. (2022). BIPA Learning Design Based on Buginese Culture. ETDC: Indonesian Journal of Research and Educational Review, 1(4), 459-470. https://doi.org/10.51574/ijrer.v1i4.447 DOI: https://doi.org/10.51574/ijrer.v1i4.447

[4] Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game-based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279-1317. https://doi.org/10.1007/s10639-022-11548-w DOI: https://doi.org/10.1007/s10639-022-11548-w

[5] Debi, F., Saputra, A. D., & Saddhono, K. (2023). Discourse on Artistic Evidence and the Five Canons of Rhetoric in the 2022 National Education Day Speech. Journal of Pragmatics and Discourse Research, 3(2), 137-149. https://doi.org/10.51817/jpdr.v3i2.327 DOI: https://doi.org/10.51817/jpdr.v3i2.327

[6] Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26, 3251-3278. https://doi.org/10.1007/s10639-020-10396-w DOI: https://doi.org/10.1007/s10639-020-10396-w

[7] Fad, A. (2014). Kumpulan permainan anak tradisional indonesia. Cif.

[8] Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20. DOI: https://doi.org/10.1145/950566.950595

[9] Greipl, S., Moeller, K., & Ninaus, M. (2020). Potential and limits of game-based learning. International Journal of Technology Enhanced Learning, 12(4), 363-389. https://doi.org/10.1504/IJTEL.2020.110047 DOI: https://doi.org/10.1504/IJTEL.2020.110047

[10] Herawati, A., Febriani, I. M., Rahmawati, K., & Ummati, K. (2024). Pembelajaran Berbasis Permainan Dakon Sebagai Implementasi Literasi Budaya Pada Anak Usia Dini di PAUD Al-Amin Bugih Pamekasan. Kiddo: Jurnal Pendidikan Islam Anak Usia Dini, 545-555. https://doi.org/10.19105/kiddo.v1i1.12721 DOI: https://doi.org/10.19105/kiddo.v1i1.12721

[11] Koraishi, O. (2023). Teaching English in the age of AI: Embracing ChatGPT to optimize EFL materials and assessment. Language Education and Technology, 3(1).

[12] Kurniawan, D., Ibrahim, A. F., & Kurnia, M. D. (2024).. Analisis Efektivitas Aplikasi Duolingo sebagai Media Pembelajaran BIPA Tingkat Dasar. [Analysis of the Effectiveness of the Duolingo Application as a Medium for Basic Level BIPA Learning]. Jubah Raja (Jurnal Bahasa, Sastra, Dan Pengajaran), 3(1), 112–124.

[13] Lombardi, D., Shipley, T. F., & Astronomy Team, Biology Team, Chemistry Team, Engineering Team, Geography Team, Geoscience Team, and Physics Team. (2021). The curious construct of active learning. Psychological Science in the Public Interest, 22(1), 8-43. https://doi.org/10.1177/1529100620973974 DOI: https://doi.org/10.1177/1529100620973974

[14] Maulidiyyah, A., Nafiah, N., Hartatik, S., & Rahayu, D. W. (2021). Development of Dakon game interactive E-Book media to improve mathematics learning outcome of elementary school students. Education and Human Development Journal, 6(2), 88-101. https://doi.org/10.33086/ehdj.v6i2.2481. DOI: https://doi.org/10.33086/ehdj.v6i2.2481

[15] Nuryanto, S. (2014). Aplication Of Traditional Games Dakon (Atgd) Sebagai Langkah Untuk Membentuk Nilai Karakter Pada Anak Usia Dini Di Tk Kreatif Primagama Terban. Academy of Education Journal, 5(1). https://doi.org/10.47200/aoej.v5i1.112 DOI: https://doi.org/10.47200/aoej.v5i1.112

[16] Pramadhanti, D. F., Suwandi, S., & Rohmadi, M. (2023). Persepsi Dosen Terhadap Kebutuhan Pembelajaran Bahasa Indonesia bagi Penutur Asing (Studi Kasus Perguruan Tinggi Jawa Tengah). [Lecturers' Perceptions of the Need for Indonesian Language Learning for Foreign Speakers (Case Study of Central Java Universities)]. 7(3). https://doi.org/10.20961/jdc.v7i3.80060 DOI: https://doi.org/10.20961/jdc.v7i3.80060

[17] Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1), 21-21. DOI: https://doi.org/10.1145/950566.950596

[18] Rohmadi, M., Sudaryanto, M., Andris Susanto, D., Saddhono, K., & Saputra, A. D. (2023). Sociopragmatic Study of Javanese Oral Discourse in Big City Communities as an Effort to Maintain Indigenous Language. Research Journal in Advanced Humanities, 4(4). https://doi.org/10.58256/rjah.v4i4.1290 DOI: https://doi.org/10.58256/rjah.v4i4.1290

[19] Saddhono, K. S., Istanti, W., Kusmiatun, A., Kusumaningsih, D., Sukmono, I. K., & Saputra, A. D. (2024). Internationalization of Indonesian culinary in learning Indonesian as a foreign language (BIPA): A case of American students. Research Journal in Advanced Humanities, 5(1), 63-78. https://doi.org/10.58256/rjah.v4i4.1315 DOI: https://doi.org/10.58256/rjah.v4i4.1315

[20] Salma, W., & Rizal, M. S. (2023). Game-Based Learning dalam Pembelajaran BIPA di Assalihiyah School Pattani Thailand. BELAJAR BAHASA: Jurnal Ilmiah Program Studi Pendidikan Bahasa dan Sastra Indonesia, 8(2), 227-235. https://doi.org/10.32528/bb.v8i2.991 DOI: https://doi.org/10.32528/bb.v8i2.991

[21] Saputra, A. D., Ginting, D. O. B., Pramadhanti, D. F., Muftihah, N., & Saddhono, K. (2023). Indonesian language learning based on ecological intelligence: A case of Bengawan Solo Nature School. Research Journal in Advanced Humanities, 4(3). https://doi.org/10.58256/rjah.v4i3.1276 DOI: https://doi.org/10.58256/rjah.v4i3.1276

[22] Saputra, A. D., Sumarwati, S., & Anindyarini, A. (2024). Development of BIPANESIA Application Learning Media Based on Local Culture for Indonesian Language for Foreign Speakers (BIPA) Student. International Journal of Multicultural and Multireligious Understanding, 11(1), 513-533.

[23] Siegel-Stechler, K. (2023). “Conversation is everything”: How teachers and students create environments where open discussion can thrive. Theory & Research in Social Education, 51(4), 626-660. https://doi.org/10.1080/00933104.2023.2219638 DOI: https://doi.org/10.1080/00933104.2023.2219638

[24] Situmorang, R. P., Suwono, H., Susanto, H., Chang, C. Y., & Liu, S. Y. (2024). Learn biology using digital game-based learning: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(6), em2459. https://doi.org/10.29333/ejmste/14658 DOI: https://doi.org/10.29333/ejmste/14658

[25] Suryani, L. D., Jazeri, M., & Maunah, B. (2021). Pengembangan Multimedia Interaktif Berbasis Permainan Tradisional Dakon dalam Meningkatkan Hasil Belajar Bahasa Jawa Kelas IV SD. JRPD (Jurnal Riset Pendidikan Dasar), 4(2), 86-98. https://doi.org/10.26618/jrpd.v4i2.5629

[26] Teng, M. F. (2023). Incidental vocabulary learning from captioned video genres: vocabulary knowledge, comprehension, repetition, and working memory. Computer Assisted Language Learning, 1-40. https://doi.org/10.1080/09588221.2023.2275158 DOI: https://doi.org/10.1080/09588221.2023.2275158

[27] Utama, W. W. I., Rahayu, W., & Hadipin. (2024). Re-inventing Vernacular Heritage for the Modern World: Integrating the Philosophical Values of Traditional Games in Early Childhood Education in Indonesia. https://doi.org/10.61275/ISVSej-2024-11-08-08 DOI: https://doi.org/10.61275/ISVSej-2024-11-08-08

[28] Winarsih, E. (2018). Inventarisasi Permainan Tradisional Jawa Sebagai Sarana Pendidikan Karakter dalam Pembelajaran Bahasa Indonesia pada Siswa Sekolah Dasar. Widyabastra: Jurnal Ilmiah Pembelajaran Bahasa dan Sastra Indonesia, 2(2), 91-99. http://doi.org/10.25273/widyabastra.v2i2.2114

[29] Ye, Y., & Kaplan‐Rakowski, R. (2024). An exploratory study on practising listening comprehension skills in high‐immersion virtual reality. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13481 DOI: https://doi.org/10.1111/bjet.13481

[30] Zou, D., Huang, Y., & Xie, H. (2021). Digital game-based vocabulary learning: where are we and where are we going?. Computer Assisted Language Learning, 34(5-6), 751-777. https://doi.org/10.1080/09588221.2019.1640745 DOI: https://doi.org/10.1080/09588221.2019.1640745

[31] Zuhrita, S., & Mufidati, N. (2017). Permainan dakon writing therapy untuk mengembangkan kemampuan dasar menulis anak kelompok A TK Aisyiyah 33 Surabaya. Pedagogi: Jurnal Anak Usia Dini dan Pendidikan Anak Usia Dini, 3(3b). https://doi.org/10.30651/pedagogi.v3i3b.1037

Downloads

Published

2025-06-16 — Updated on 2025-06-16

Versions

How to Cite

Saddhono, K., Suhita, R., Suryanto, E., Sukmono, I., & Saputra, A. D. (2025). The Traditional Game of Dakon as a Learning Medium for Indonesian Language for Foreign Speakers at Yale University, United States. International Journal on Culture, History, and Religion, 7(1), 1–18. https://doi.org/10.63931/ijchr.v7i1.114

Similar Articles

<< < 3 4 5 6 7 8 9 10 11 12 > >> 

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