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Uts - BPS - Ihsan Maulana Febriani - 201230062
Uts - BPS - Ihsan Maulana Febriani - 201230062
StateIslamic University in Banten, Indonesia. I was born on February 9th, 2002 in Serang,
Banten. I completed my primary education at Blokang Elementary School, and my junior high
school education at Nur El-Khoir Islamic Junior High School. I continued my education at Al-
khaeriyah Jawilan Islamic Senior High School, but only until the second year, after which I
transferred to SMAN 1 Bandung. During my college years, I have been a passive student and
have not participated in any campus organization activities. This is because I am quite shy and
By:
Ihsan Maulana Febriani (201230062)
The topic is "The Impact of Games Online for English for Young Learners." In recent
years, there has been growing interest in the use of games as a tool for teaching English to young
Research has shown that games can be an effective and engaging way to teach English to
young learners. For example, a study by Lin and Lan (2019) found that using online games in
language learning significantly improved young learners' English proficiency and motivation to
learn the language. Similarly, a study by Yang and Chung (2017) found that incorporating games
into English language teaching can enhance young learners' cognitive and affective development.
Moreover, online games can provide an immersive and interactive learning experience that
can help young learners develop their English language skills in a fun and engaging way. In a study
by Chen and Liu (2017), young learners who used an online game to learn English showed
Therefore, studying the impact of games online for English for young learners is crucial in
understanding how technology can be used to improve language learning outcomes for this
demographic. This topic is relevant not only to language educators but also to parents,
policymakers, and game developers who are interested in promoting English language learning for
young learners.
B. Theory
1. Cognitive Theory
Cognitive theory explains how the human brain processes information and develops understanding. In the
context of teaching English to young learners, this theory can help us understand how online games can
affect students' understanding and development of English. In a study conducted by Kusumarasdyati et al.
(2018), they found that online games can help students improve their comprehension and vocabulary in
English.
2. Constructivist Theory
Constructivist theory states that students should be actively engaged in their learning and construct their
own understanding from learning experiences. In the context of using online games in teaching English,
this theory suggests that students can construct their own understanding from playing games. In a study
conducted by Cheng and Chou (2019), they found that online games can help students build their
3. Behavioral Theory
Behavioral theory focuses on the relationship between stimuli and response. In the context of using online
games in teaching English, this theory suggests that online games can provide the appropriate stimuli to
enhance students' understanding and skills in English. In a study conducted by Zulfiqar, Ahmad, and
Parveen (2019), they found that online games can help improve students' reading and writing skills in
English.
4. Sociocultural Theory
Sociocultural theory states that language and culture are influenced by the social and cultural contexts in
which they are used. In the context of using online games in teaching English, this theory suggests that
online games can help students understand and develop their understanding of English culture. In a study
conducted by Rizky and Nur (2018), they found that online games can help students improve their
Social construction theory focuses on how individuals construct their knowledge through social and cultural
interactions. In the context of using online games in teaching English, this theory suggests that students can
build their knowledge through social interactions in online games. In a study conducted by Rudiati and
Yusof (2020), they found that online games can help students improve their speaking skills in English and
Competency-based construction theory focuses on how students build their knowledge based on the skills
and abilities they need to have. In the context of using online games in teaching English, this theory suggests
that online games can help students build their English language skills and abilities. In a study conducted
by Lin and Lan (2017), they found that online games can help students improve their reading and writing
skills in English.
CHAPTER II
Previous Research
"The Effect of Computer-Based Games on Young Learners' Motivation and Attitudes towards English
Language Learning" by Kuo, P. J., & Chuang, T. Y. (2016) is a study aimed at evaluating the impact of
computer-based games on students' motivation and attitudes towards learning English. This study utilized
a quantitative approach and was conducted by administering a questionnaire to students who used
"The Effects of Game-based Language Learning on EFL Young Learners' Motivation and Learning
"The Effect of Video Games on the Development of Young ESL Learners' Vocabulary" by Corbett, M. A.
(2014).
"The Role of Computer Games in Teaching English Vocabulary to Young Learners" by Hwang, J., & Song,
H. (2015).
"The Effect of Educational Video Games on Young Learners' Motivation and Engagement in Language
"Computer games as educational tool for young learners of English as a foreign language: A review of
All of these studies discuss the impact of computer games on English language learning, particularly for
young students. The results of these studies vary depending on the methods used and the parameters
measured, but they all provide useful insights in developing a more engaging and effective approach to
Chen, C., & Liu, Y. (2017). Using an Online Game to Enhance Second Language Students' Learning
Motivation and Performance. International Journal of Game-Based Learning (IJGBL), 7(4), 17-29.
Chen, C., & Liu, Y. (2017). Using an Online Game to Enhance Second Language Students' Learning
Motivation and Performance. International Journal of Game-Based Learning (IJGBL), 7(4), 17-29.
Yang, Y. T. C., & Chung, C. J. (2017). Game-based learning, motivation and effective learning: An
Kusumarasdyati, A., Harsono, R., & Hidayat, W. (2018). The effectiveness of online games in teaching
Cheng, Y. C., & Chou, C. Y. (2019). Exploring the potential of online games to enhance English learning
for young EFL learners. Journal of Educational Technology & Society, 22(2), 35-48.
Zulfiqar, A., Ahmad, A., & Parveen, F. (2019). Efficacy of online games in improving reading and writing
Rizky, M., & Nur, I. (2018). The use of online games to improve students’ understanding of English
Rudiati, N., & Yusof, N. M. (2020). The use of online games to enhance English speaking skills and social
interaction of young learners. International Journal of Emerging Technologies in Learning, 15(10), 111-
124.
Lin, M. H., & Lan, Y. J. (2017). Effects of online games on students’ English vocabulary learning and