Digital game is not only a tool of entertainment, but it can also be used in pedagogical setting, making it an interesting phenomenon of exceptional technology-integrated learning experience. This study aims to explore the respondents’ vocabulary learning strategies by Schmitt (1997, 2000), which mainly focuses on the use of four Sega Genesis video games, within the Digital Game-Based Learning experience. The research was conducted in Binus University with 75 respondents from non-English departments’ students whose BNEPT (Bina Nusantara English Proficiency Test) scores were = 500. The implemented instruments were four Sega Genesis video games (ESWAT: City Under Siege, Dick Tracy, Stargate and Demolition Man), a Keywords Vocabulary Assignment and a Vocabulary Learning Strategies Questionnaire. The four Sega Genesis video games are the main instruments of the hypothesis whether DGBL could help the respondents to acquire or reproduce vocabulary specifically after being exposed by the video games. The vocabulary assignment is a keyword listing form for each of the game; there are ten words or phrases for each of the game; from character design, first level design and gameplay. The questionnaire is aimed to define the effectiveness of whether a video game indeed helps the respondents to acquire or reproduce vocabularies. In result, based on the analysis of the filtered ten keywords from each four video games and the VLS questionnaire it was proven that by playing video games, such as the four Sega Genesis video games indeed helps the EFL learners to have certain sets of vocabulary. Meanwhile the proven and significant VLS being used in a DGBL premise of this research were mostly Memory and Metacognitive strategies which are mostly exposure of gameplay to the video games by playing it, thus in extension, defining repetition method and referencing to be highly considered useful VLS in DGBL premise. |