Digital Fluency: Why Gamers Might Make Better Communicators

Authors

  • Suciana Wijirahayu Universitas Muhammadiyah Prof. DR HAMKA
  • Eko Digdoyo Universitas Muhammadiyah Prof. DR. HAMKA
  • Retno Hendryanti Universitas Telkom
  • Asyam Ahmad Fathin Akademi Kepolisian Negara Republik Indonesia Semarang

DOI:

https://doi.org/10.15408/bat.v32i1.50194

Keywords:

communication science, meta-gaming, digital adaptation, Perceived Communicative Competence (PCC), student-lecturer interaction

Abstract

Purpose

The primary objective of this study is to investigate how social media and online games influence student-lecturer interpersonal communication within a campus environment. Additionally, the research aims to identify strategies to mitigate adverse outcomes, such as potential addiction, while leveraging the positive benefits of these platforms to foster stronger academic relationships and English proficiency.

Method

This research employed a qualitative approach involving 70 Communication Science students in South Jakarta. Data were collected using a combination of semi-structured interviews and 20-item demographic questionnaires. The gathered data were then descriptively analyzed to understand the students' usage patterns and the subsequent impact on their academic communication and social interactions.

Results/findings

The study found that online games significantly enhance English speaking, pronunciation, and listening-based vocabulary through immersive, interactive environments. Furthermore, social media was shown to improve interaction with peers and lecturers by facilitating collaborative learning and direct engagement, effectively boosting students' confidence in English interpersonal communication.

Conclusion

These findings highlight the dual nature of digital tools, emphasizing their potential as educational aids despite the challenges of overuse. It is recommended that educators and policymakers develop balanced strategies and informed policies that maximize these linguistic and social benefits while mitigating potential drawbacks to ensure a healthy academic environment.

Author Biography

  • Suciana Wijirahayu, Universitas Muhammadiyah Prof. DR HAMKA
    Dr. Ir. Suciana Wijirahayu, M.Pd. is a permanent lecturer at UHAMKA. Her interest of research mostly relates to Beliefs about Language Learning and Language Learning Strategies.

References

Agbo, F. J., Olayemi, O., Solomon, S. O., Emmanuel, A. K., Sunday, A. O., Richard, O. A., Dandison, C. U., Abdullahi, A. Y., Saheed, A. G., Awoniyi, L., Kehinde, O. E., Emmanuel, M., Aziaka, D., & Adedayo, O. (2020). Social media usage for computing education: The effect of tie strength and group communication on perceived learning outcome. International Journal of Education and Development Using Information and Communication Technology (IJEDICT), 16(1), 5–26.

Al-Natour, A., AlNatour, A., Ali, R. A., Alzoubi, F., Almomani, M. H., & ALBashtawy, M. (2021). Students’ perceptions and experiences in a health promotion course using interactive learning. Heliyon, 7(6), e07192. https://doi.org/10.1016/j.heliyon.2021.e07192

Amin, S. (2024). Play and Protect: Exploring Game-Based Learning for Cyber Safety in Primary Education (Master's thesis, University of New South Wales (Australia)).

Ansari, J. A. N., & Khan, N. A. (2020). Exploring the role of social media in collaborative learning: The new domain of learning. Smart Learning Environments, 7(1). https://doi.org/10.1186/s40561-020-00118-7

Aprilia, F., & Nasekhah, A. (2023). Gamified grammar teaching in EFL contexts: A systematic review. Journal of English Education, Literature, and Linguistics, 7(1), 1–15. https://jeell.upjb.ac.id/index.php/files/article/view/55

Asih, R. A., & Halisiana, H. T. (2022). Enhancing students’ speaking skill through a game-based learning innovation of a family game show. JINoP (Jurnal Inovasi Pembelajaran), 1(1), 121–138. https://doi.org/10.22219/jinop.v1i1.2441

Bakan, U., Han, T., & Bakan, U. (2022). Learner perceptions and effectiveness of using a massively multiplayer online role-playing game to improve EFL communicative competence. Knowledge Management and E-Learning, 14(3), 286–303. https://doi.org/10.34105/j.kmel.2022.14.016

Bobkina, J., & Romero, E. D. (2022). Exploring the perceived benefits of self-produced videos for developing oracy skills in digital media environments. Computer Assisted Language Learning, 35(7), 1384–1406. https://doi.org/10.1080/09588221.2020.1802294

Bourahla, M. N., Zakari, A., Benmbarek, F., & Alili, A. (2022). Investigating online video games impact on EFL student’s communication skills. [Unpublished manuscript/Thesis].

Chen, Y. (2023).Integrating a game-based app to enhance translation learners’ engagement, motivation, and performance. International Journal of Instruction, 16(2), 765–780. https://e-iji.net/dosyalar/iji_2023_2_40.pdf

Deckert, M., O’Hagan, M., & Mangiron, C. (2024). Towards game translation user research. Cambridge University Press. https://doi.org/10.1017/9781009362132

Erya, N., & Taloko, R. F. (2023). The influence of narrative-based video games on vocabulary mastery: A narrative inquiry. Magister Scientiae, 51(1), 15–27. https://journal.ukwms.ac.id/index.php/Magister_Scientiae/article/view/5919

Fleming, E. C., Robert, J., Sparrow, J., Wee, J., Dudas, P., & Slattery, M. J. (2021). A digital fluency framework to support 21st-century skills. Change: The Magazine of Higher Learning, 53(2), 41-48.

Hamid, S., Waycott, J., Kurnia, S., & Chang, S. (2015). Understanding students’ perceptions of the benefits of online social networking use for teaching and learning. The Internet and Higher Education, 26, 1–9. https://doi.org/10.1016/j.iheduc.2015.02.004

Jabbari, N., & Peterson, M. (2023). Complexity, accuracy, and fluency improvements through massively multiplayer online gaming: a longitudinal mixed-methods case study. The Language Learning Journal, 51(4), 416-450.

Kougioumtzidou, E., Botsoglou, K., & Zygouris, N. (2023). Computer Science and Primary Education Teachers’ Perceptions, in Using Digital Games as Learning Tools. Obstacles and Factors that Lead to Their Effective Use. European Journal of Social Sciences Studies, 9(1).

Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of online games on the growth of college students: A qualitative study from China. Frontiers in Psychology, 14, 1–10. https://doi.org/10.3389/fpsyg.2023.1008211

Li, R. (2021). Mobile game-based vocabulary apps and learner motivation: A case study of Chinese EFL learners. SAGE Open, 11(2), 1–10. https://doi.org/10.1177/21582440211003092

Lo, J. (2024). Gamified learning environments and second language acquisition: Exploring learner engagement. Frontiers in Education, 9, Article 1395155. https://www.frontiersin.org/articles/10.3389/feduc.2024.1395155/full

Özgüleş, M., Kalman, M., Özyurt, M., & Şahin, S. (2021). Exploring student perceptions and experiences of different teaching and learning approaches in architectural history education: A comparative case study. Learning Environments Research, 24, 269–297.

Öztürk-Taş, F., Akay, C., & Özdemir, S. (2025). Digital game-based learning for grammar in EFL contexts: A systematic review. Bingöl University Journal of Social Sciences Institute, 24(1), 50–69. https://dergipark.org.tr/en/pub/busbed/issue/91399/1577664

Park, S. (2017). Digital Fluency. In Digital Capital (pp. 129-160). London: Palgrave Macmillan UK.

Patra, I. K. A., & Mahadewi, L. P. R. (2022). The role of digital games in vocabulary retention in EFL classrooms. Jurnal Pendidikan Bahasa Inggris Undiksha, 10(2), 129–140. https://ejournal.undiksha.ac.id/index.php/JET/article/view/64778

Primasari, Y., Supriyono, S., & Dwi Lestari, Y. (2024). Game for improving students’ English literacy in targeted school of Kampus Mengajar. JEELS (Journal of English Education and Linguistics Studies), 12(1), 1–20.

Sugahara, S., & Cilloni, A. (2021). Mediation effect of students’ perception of accounting on the relationship between game-based learning and learning approaches. Journal of Accounting Education, 56, 100730.

Taylor, K. N. (2020). How does social media use impact students’ addiction, interpersonal skills, and well-being? [Doctoral dissertation, Northcentral University].

Teo, T., Khazaie, S., & Derakhshan, A. (2022). Exploring teacher immediacy-(non) dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students. Computers & Education, 179, 104406.

Twum, R., Yarkwah, C., & Nkrumah, I. K. (2021). Utilisation of the internet for cyberloafing activities among university students. Journal of Digital Educational Technology, 1(1), ep2101.

Utkirovna, N. S. (2024). The roles of games in language. American Journal of Modern World Sciences, 1(6).

Wibowo, A. P. (2021). Translation techniques in video game menu texts: A study of Dragon Nest. Crossover: Journal of English Language Teaching, Literature and Translation, 3(2), 139–147. https://ejournal.uinsaid.ac.id/index.php/crossover/article/view/3735

Wijirahayu, S., Perdhana, D. L., & Syaepurohman, P. (2024). High school students’ perception and strategies in corporations YouTube video for learning vocabulary. Advances in Social Science, Education and Humanities Research, 224–246. https://doi.org/10.2991/978-2-38476-242-2_23

Wijirahayu, S., Priyatmoko, H., & Ifayati, Y. (2023). Promoting culture in early age through comic, digital story telling and video animation. Proceedings of the 3rd International Hospitality Entrepreneurship and Innovation Conference 2023.

Wijirahayu, S., & Roza, E. (2022). Designing chatbots for digital books at Sabah community service center. European Journal of Humanities and Educational Advancements, 3(8), 125–131.

Wijirahayu, S., Nurmaulida, P., & Fathin, A. A. (2025). The Mobile Audio-Podcast Consumption and Listening Comprehension Skills in Pre-Service Teacher. International Journal of Education and Sosiotechnology (IJES), 5(1), 01-08.

Wijirahayu, S., & Wulandayanti, S. (2025). College Students’Views on Using Online Games To Improve English Speaking Skills. International Journal of Education and Sosiotechnology (IJES), 5(3), 01-07.

Wijirahayu, S., Wulandayanti, S. W., & Siswana, S. (2025). English as Foreign Language Learners’ Strategies for Translating In-Game Texts. Proceedings of Forum for University Scholars in Interdisciplinary Opportunities and Networking, 2(1), 424–429. Retrieved from https://conference.ut.ac.id/index.php/fusion/article/view/6558

Yılmaz, R., & Yurdugül, H. (2018). Cyberloafing in IT classrooms: Exploring the role of the psycho-social environment in the classroom, attitude to computers and computing courses, motivation and learning strategies. Journal of Computing in Higher Education, 30(3), 530–552. https://doi.org/10.1007/s12528-018-9184-2

Yu, Z., Yu, L., Xu, Q., Xu, W., & Wu, P. (2022). Effects of mobile learning technologies and social media tools on student engagement and learning outcomes of English learning. Technology, Pedagogy and Education, 31(3), 381–398.

Downloads

Published

2026-04-15 — Updated on 2026-04-16

Versions

How to Cite

Digital Fluency: Why Gamers Might Make Better Communicators. (2026). Buletin Al-Turas, 32(1), 173-188. https://doi.org/10.15408/bat.v32i1.50194 (Original work published 2026)