Students' Learning Experiences Through English Fun Learning at SMP Negeri 2 Mowewe

Chinta Restu S., Raynalady Novryanto Abin, Halimatussa'diah Halimatussa'diah, Grace Septiana Pratiwi, Litha Nesidekawati Dakka, Assyarifullah Ramli, Syarifuddin Tundreng

Abstract


English learning at the junior high school level in Indonesia often faces challenges related to students' limited engagement, motivation, and participation. Students frequently experience difficulties with vocabulary, pronunciation, confidence, and active involvement in classroom activities, particularly when learning methods are monotonous or teacher-centered. This study aims to describe students' learning experiences during the implementation of English Fun Learning at SMP Negeri 2 Mowewe. A descriptive qualitative approach was employed with students of class VIII A as participants. Data were collected through student self-reflection, classroom observation, teacher interviews, documentation, and supporting pre-test and post-test results. The main instrument was a self-reflection sheet covering 15 aspects of students' learning experiences. Data were analyzed descriptively by identifying recurring themes related to students' feelings, preferred activities, participation, cognitive experiences, interaction, confidence, and learning difficulties. The findings indicate that students generally experienced positive, enjoyable, and engaging learning experiences through English Fun Learning, particularly through games, ice-breaking activities, vocabulary learning, visual media, and group activities. Students also reported increased confidence and greater interest in English, although some continued to experience difficulties with pronunciation, vocabulary retention, and understanding word meanings. Supporting test data showed an increase in the mean score from 21.36 to 49.93 among 14 students with complete paired scores.


Keywords


English Fun Learning; Learning Experience; Descriptive Qualitative; English Learning; Student Reflection

Full Text:

PDF

References


Adara, R. A., & Taufik, M. (2020). Enhancing EFL learners’ motivation through songs. ijee (Indonesian journal of English education), 7(2), 189–200. https://doi.org/10.15408/ijee.v7i1.17321

Adi, M. S., Susanti, R. A., & Jannah, Q. (2021). The effectiveness of ice breaking to increase students’ motivation in learning English. International Journal of English Education and Linguistics, 3(1), 31–38. https://doi.org/10.33650/ijoeel.v3i1.2256

Agustina, A. R., Hartono, H., Widiyati, E., & Nugroho, K. Y. (2025). The influence of fun learning on beginner-level students’ motivation to learn English in non-formal education settings. Elitation: English Literature and Education, 1(1), 68–83 https://doi.org/10.2139/ssrn.5987755

Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., & Zafarani, P. (2022). Investigating the effect of using game-based learning on EFL learners’ motivation and anxiety. Education Research International, 2022(1), 6503139. https://doi.org/10.1155/2022/6503139

Andhara, F. S., Kurniawan, F. O., & Engliana. (2026). Video game genres and English language learning motivation: Evidence from Indonesian EFL learners. Pedagogy: Journal of English Language Teaching, 14(1). https://doi.org/10.32332/joelt.v14i1.13200

Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches https://doi.org/10.1037/e558912014-001

Fang, F., & Tang, X. (2021). The relationship between Chinese English major students’ learning anxiety and enjoyment in an English language classroom: A positive psychology perspective. Frontiers in Psychology, 12, 705244. https://doi.org/10.3389/fpsyg.2021.705244

Hidayah, N., Atmowardoyo, H., & Ariyani, A. (2024). Students’ responses to the implementation of fun English learning strategies at SMP IT Darurrahman Makassar. JTechLP: Journal of Technology in Language Pedagogy, 3(3), 463–477 https://doi.org/10.47191/ijsshr/v7-i07-92

Horwitz, E. K., Horwitz, M. B., & COPE, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70(2), 125–132. https://doi.org/10.1111/j.1540-4781.1986.tb05256.x

Jiang, Y., & Dewaele, J.-M. (2019). How unique is the foreign language classroom enjoyment and anxiety of Chinese EFL learners? System, 82, 13–25. https://doi.org/10.1016/j.system.2019.02.017

Mahdi, H. S., Mohsen, M. A., & Almanea, M. (2024). Multimedia glosses and second language vocabulary learning: A second-round meta-analysis. Acta Psychologica, 248, 104341. https://doi.org/10.1016/j.actpsy.2024.104341

Mardianti. (2025). Students’ perception of the role of ice breaking activities in seventh grade students of SMP plus aisyah samawa. Essence: Journal of English Language Teaching, Linguistics, and Literature, 2(1). https://doi.org/10.33367/essence.v2i1.7596

Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook: 3rd edition. In SAGE Publications, Inc https://doi.org/10.4324/9781315796222-20

Sari, K. C., Rusfandi, & Herawati, S. (2024). Exploring the use of game-based ice-breaking activities by English teachers during the teaching and learning process. Journal of English Language and Education, 9(6). https://doi.org/10.31004/jele.v9i6.584

Sunra, L., Farahdiba, S., & Melinda. (2026). Examining the effects of modified songs on vocabulary mastery and learning motivation: A mixed-methods study of Indonesian EFL learners. Research and Innovation in Applied Linguistics, 4(1). https://doi.org/10.31963/rial.v4i1.6232

Susaniari, N. K. A. C., & Santosa, M. H. (2024). A systematic review on the implementation of game-based learning to increase EFL students’ motivation. Journal of English Language and Education, 9(6). https://doi.org/10.31004/jele.v9i6.520

Thompson, C. G., & von Gillern, S. (2020). Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis. Educational Research Review, 30, 100332. https://doi.org/10.1016/j.edurev.2020.100332

Vnucko, G., & Klimova, B. (2023). Exploring the potential of digital game-based vocabulary learning: A systematic review. Systems, 11(2), 57. https://doi.org/10.3390/systems11020057

Zhang, Q., & Yu, Z. (2022). Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning. Education Research International, 2022, 1519880. https://doi.org/10.1155/2022/1519880

Zulfikar, & Pebriyana. (2024). Short Movies as Visual Media in English Fun Learning https://doi.org/10.62583/rseltl.v2i2.38




DOI: https://doi.org/10.31004/jele.v11i5.3206

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Chinta Restu S, Raynaldy Novryanto Abin, Halimatussa’diah, Grace Septiana Pratiwi, Litha Nesidekawati Dakka, Assyarifullah Ramli, Syarifuddin Tundreng

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.