of speech namely noun, pronoun, verb, adjective, ad-
verb, preposition, conjunction, and determiner (Mc-
Carten, 2007). Vocabulary learning is often boring
for the students, especially for those who grew up in
the digital era where internet has opened up a world of
possibilities for improving learning target vocabular-
ies of students (Turgut and
˙
Irgin, 2009). However, vo-
cabulary is something that cannot be completely mas-
tered in a short duration of time but expands and deep-
ens over the course of a lifetime (Hayes et al., 1996).
In other words, learning vocabulary is a hard work, so
attempt is required to understand, produce and manip-
ulate the target words. It also need times to develop
and master this knowledge.
Based on the researcher’s experience and obser-
vation, the students’ largest problem in learning En-
glish was the lack of vocabulary. There were several
reasons that caused the students were lack of vocabu-
lary. First, most of the students seldom enhanced their
vocabulary outside the classroom. They only relied
on the lessons given by the lecturer in the classroom
which was only once a week. They only waited for
the lecturer’s instruction to improve their vocabulary
for example in the form of exercises. Due to the lim-
itation of vocabulary, the students were reluctant to
use their English whether in spoken or written form.
It triggered them become passive students. Conse-
quently, they were not interested in learning English
and it could influence their motivation too. Then, the
researcher also saw many students played games on
their smartphone after class dismissed whether in the
classroom or outside classroom. Thus, the researcher
asked several students about the exhilarated of play-
ing games. They said that playing games was fun,
challenging, and addicted. They also said that it could
overcome their stress feeling after studying all day
long.
Based on this phenomenon, the researcher thought
that playing games could become one method to en-
gage the students interest to participate actively in
learning activities, especially in learning vocabulary.
They could enjoy playing games and learning some
new words at the same time. This idea also supported
by Neyadi (Al Neyadi, 2007) who stated that one
way to master vocabulary and to develop vocabulary
bank is by applying vocabulary games in learning pro-
cess. It can help improve vocabulary proficiency and
also help with memory enhancement. In other words,
games could be useful to engage the students’ inter-
est to gain new words of learning vocabulary in a fun
way. Further, the application of educational games
in classroom or outside classroom can reduce inhibi-
tion among shy and weak students to participate in the
games as a result learning vocabulary become more
interesting, relaxing, motivating, and playful for the
students. It has a big role to the students’ vocabulary
improvement. These pilot studies really triggered the
researcher to find an online educational games for her
students.
There are several educational games that re-
searcher could choose to help students’ in learning
vocabulary. However, it was necessary to choose
suitable games for the students. The games should
be appropriate with students’ level and easy to use.
There are several factors to consider the appropri-
ate language games that will be applied in teach-
ing and learning activities. First, the games should
be integrated into the existing curriculum (Harris,
2009). Second, the games should meet the objec-
tives of the topics being taught (McCarten, 2007).
Then, the lecturer’s personal beliefs on teaching ped-
agogy (Van De Bogart, 2009). Furthermore, after
the researcher overviewed and tried several educa-
tional or language games application on her smart-
phone for several weeks, she considered to use a lan-
guage games mobile application called Duolingo. It
is a freemium language learning platform for smart-
phone, android, or computer created by Luis Von Ahn
and Severin Hacker in 2011. It is one of the most
and praised language teaching application on the mar-
ket. It has also won several awards as best education
start up play and learning application. Duolingo is a
very modern-looking gaming application where most
of the activities are to complete the lessons based
on translation, dictation, and pronounciation. It also
provides various topics and sub-topics namely, noun,
verb, adjective, preposition, pronoun etc (Astarilla,
2018). Furthermore, it has gamification elements that
can motivate and engage learners in every task or ac-
tivity at anytime and anywhere. Duolingo application
meet the needs of today’s millenials or the Net gener-
ation due to its gaming qualities at the same time also
serving as a valuable learning tool (Merz, ). Duolingo
can be quite of addicting due to its cunning use of
gamification; lingots, level, points, and so on. It could
make students spend more than 30 minutes per day
on the application and increase students’ motivation
to be persistent on learning activities (Judith Meyer,
2013). In addition, Duolingo is giving opportunity
to students to express their ideas through the technol-
ogy. It can greatly benefit the learning activities by
increasing students’ engagement and improving their
performance (Marmolejo D
´
ıaz et al., 2017). Duolingo
allows students to make connections between their
first language and the target language through the task
completion or during playing the games (Kelsey D.
White and Frances Siracusa, 2013). It means that
Duolingo might be the suitable language games that
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