Journal of English Language Learning (JELL), Vol. 6 No 2, 115-118 ISSN 2599-1019 Page | 115 Improving Students Motivation in Learning English Vocabulary Using Online Games Muhamad Sofian Hadi 1 , Lidiyatul Izzah 2 , Sulthan Caraka Adipradana 3 1 Universitas Muhammadiyah Jakarta 2 Universitas Muhammadiyah Jakarta 3 Universitas Muhammadiyah Jakarta slasherraka@gmail.com Abstract: This article is a product of a research study conducted and aimed to demonstrate the effect of online games to motivate students in learning English vocabulary, with participants of 5 senior high school students from various schools and using qualitative approach as the method. The result on improving students motivation in learning English vocabulary using online games had quiet effective not only it helps students, it also make learning vocabulary more interesting, fun and also relaxing, as for online games itself in this internet era helps students connect and play, they have been proved in the educational field as a possible learning mediation, so in the future online games will not only be considered as hindrance for students to study, but an alternative place for students to learn more. Keyword: Vocabulary, Online Games INTRODUCTION English as the world language has been dynamically rising through out this technology advancement era, many teachers are trying to seek out a new fun way to help students get to learn English more. English language learning will be more motivating and enjoyable where the students can just focus more on new word and its contextual usage. Such as using illustrations, games, drawings, etc. In these days where globalization rising and the era of technology is advancing, a net-based technologies or internet can grant access to many sources of information and materials that people need. Most young students can easily connect and participate in playing games on the internet actively. Internet now is becoming a necessity because of the pandemic, even the use of computer, smartphone and other multimedia device is natural for people. This is why schools need to consider using online games as a tool to improve students’ motivation in learning English vocabulary. Literature Review Online Games Vocabulary Acquisition Many scholars such as Prensky (2004), Shaffer (2006), Gee (2007), and Musa (2015) still argue that online games can be a powerful activites for students’ education. But in fact, according to Prensky (2004) when someone plays, learning happens constantly, even if the players are aware of it or not. So based on that fact, many studies around the world are encouraged to prove that online games can be a tools and activities for students in language learning, especially in vocabulary acquisition. Vocabulary acquisition in online games itself can be obtained while playing, Gee (2007) says that good video games not only set situations and problems for the entire gameplay, but they also present several basic tools to navigate properly in the game. These aids include the vocabulary that gamers will use during the actions they take on the video game. He compares this process to creating a foreign language classroom when teachers set the basis for their further practice of vocabulary and grammar. Indeed, he argues that video games are surrounded by different means of written texts such as instructions, dialogues, hints, and descriptions that may enable the development of autonomy. Many studies were developed using online video games as its instrument, such as Musa (2015), developed a case study using games like Minecraft (Mojang) and Candy Crush (King.com) and he concluded that the participants developed new groups of vocabulary when they played these games and