VIDEO GAMES: AN INNOVATIVE WAY TO MASTER ENGLISH
DOI:
https://doi.org/10.35747/tefla.v1i2.1070Keywords:
Video Games, Innovative Way, Phenomenology ApproachAbstract
The best way to learn a language is by immersing yourself into it. One way to immerse into English is by using video games as one of the innovative ways to master English. This media enables gamers to get exposed to the target language since they play it for long times. The aim of this paper is to find out the reason why the subjects of the present research play video games and how it can help them to learn English. Lastly, this paper also wants to find out how viable applying video game in classroom’s lesson. The research methodology is phenomenology approach. The data were garnered from in-depth interview, the participants answered the questions correctly and coherently to be considered having good English. Subjects of this research are six people with different backgrounds; they were united by their love of video games and their use of English in video games online community. The results of this study were the subjects play video game to entertain themselves through gameplay, story-driven, competitiveness of the game, interaction with other players and releasing stress. All participants agreed that video games help much in improving their English ability. Almost all participants considered that video games could be brought ito English classes, with some considerations
References
Abbasi, H., & Hadadi, A. (2014). The Possible Negative Outcomes of Putting Learners in Spotlight. Procedia - Social and Behavioral Sciences, 98, 3–8. http://doi.org/10.1016/j.sbspro.2014.03.381
Ahadi, S. D., & Marandi, S. S. (2014). Social Software in the Classroom: The Case of Wikis for Scaffolding. Procedia - Social and Behavioral Sciences, 98, 100–108. http://doi.org/10.1016/j.sbspro.2014.03.394
Barr, M. (2018). Student attitudes to games-based skills development : Learning from video games in higher education. Computers in Human Behavior, 80, 283–294. http://doi.org/10.1016/j.chb.2017.11.030
Furió, D., Juan, M. C., Seguí, I., & Vivó, R. (2015). Mobile learning vs. traditional classroom lessons: A comparative study. Journal of Computer Assisted Learning, 31(3), 189–201. http://doi.org/10.1111/jcal.12071
Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior, 80, 216–219. http://doi.org/10.1016/j.chb.2017.11.022
Griva, E., Semoglou, K., & Geladari, A. (2010). Early foreign language learning: Implementation of a project in a game-based context. Procedia - Social and Behavioral Sciences, 2(2), 3700–3705. http://doi.org/10.1016/j.sbspro.2010.03.575
Korstjens, I., & Moser, A. (2017). Series: Practical guidance to qualitative research. Part 2: Context, research questions and designs. The European Journal of General Practice, 23(1), 274–279. http://doi.org/10.1080/13814788.2017.1375090
Marcellino, M. (2008). English language teaching in Indonesia: A continuous challenge in education and cultural diversity. TEFLIN Journal, 19(1), 57–69.
Moser, A., & Korstjens, I. (2018). Series: Practical guidance to qualitative research. Part 3: Sampling, data collection and analysis. European Journal of General Practice, 24(1), 9–18. http://doi.org/10.1080/13814788.2017.1375091
Parsayi, F., & Soyoof, A. (2018). Video games: The interface between langugae learning and storytelling. International Journal of Pedagogies & Learning, 13(2), 103–118.
Wilde, V. De, Brysbaert, M., & Eychmans, J. (2017). Learning English through out-of-school exposure. Which levels of lanuage proficiency are attained and which types of input are important? Artevelde University College Ghent (Vol. 91).
Yudintseva, A. (2015). Synthesis of research on video games for the four second language skills and vocabulary practice. Open Journal of Social Sciences, 03(11), 81–98. http://doi.org/10.4236/jss.2015.311011
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 TEFLA Journal (Teaching English as Foreign Language and Applied Linguistic Journal)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.