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A BRIEF BIOGRHAPY

My name is Ihsan Maulana Febriani, and I am a student at Sultan Maulana Hasanuddin

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

have difficulty getting to know new people or socializing with others.


WRITING TOPIC: THE IMPACT OF GAMES ONLINE FOR ENGLISH
FOR YOUNG LEARNERS
Submitted to Fulfill the Mid Exam Tasks of BPS
Supporting Lecturer: Dr. Hj. Anita, S.S,M.pd

By:
Ihsan Maulana Febriani (201230062)

ENGLISH EDUCATION DEPARTMENT


FACULTY OF TARBIYAH AND TEACHER TRAINING
STATE ISLAMIC UNIVERSITY
SULTAN MAULANA HASANUDDIN BANTEN
2023
A. Background

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

learners, particularly through online platforms.

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

significant improvements in their vocabulary, grammar, and reading comprehension compared to

those who used traditional teaching methods.

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

understanding of English and can help improve their learning motivation.

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

understanding of English culture and their English language skills.

5. Social Construction Theory

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

build better social interactions.

6. Competency-based Construction Theory

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

computer-based games in English language learning.

Some previous research studies similar to this research include:

"The Effects of Game-based Language Learning on EFL Young Learners' Motivation and Learning

Outcomes" by Chen, Y. H. (2018).

"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

Learning" by Kim, E., & Nam, K. (2018).

"Computer games as educational tool for young learners of English as a foreign language: A review of

literature" by Sengupta, S. (2019).

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

teaching English language to young students.


REFERENCES

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

empirical study. Journal of Educational Technology & Society, 20(1), 114-126.

Kusumarasdyati, A., Harsono, R., & Hidayat, W. (2018). The effectiveness of online games in teaching

vocabulary to young learners. English Education Journal, 9(3), 382-393.

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

skills of young learners. Journal of Education and Practice, 10(1), 1-9.

Rizky, M., & Nur, I. (2018). The use of online games to improve students’ understanding of English

culture. Journal of English Language and Education, 4(1), 1-12.

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

motivation. Journal of Educational Technology & Society, 20(1), 274-286.

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