Professional Documents
Culture Documents
2 (May, 2019)
Dina Rafidiyah
Muhammad Julian Adhitama Denny
Wianto
ABSTRACT
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
to teach the language. The teachers also fail to studies. Yudintseva (2015) held synthesis of
make students intrigued enough for them to be twenty-six researches to identify digital
motivated in learning English. One of the reasons gamebased on second language learning. He
is that how teachers revert to use traditional way mentioned that there are many positive effects of
of teaching which led to boredom. video games, especially in gaining new
On the other hand, students’ culture may vocabulary. Some commercial games have
hinder them from being active in classroom. They benefits also in reading, writing, speaking, and
are afraid of expressing their English because listening skills, depending on gaming experience,
their peers perceive this is arrogant or show off. learners’ gender, specific educational objectives,
They are also afraid of making mistakes, so the and second language proficiency.
other students will make fun of them. They also One of the studies was done by Parsayi &
never object if the teacher make mistakes. Soyoof (2018) about video games related to
Therefore, we need to find new way to make language learning also story telling. The study
teachers and students engaged in the used qualitative approach for ten EFL and ESL
classroom. This is why Video Game is one of the from 18 – 26 years learners. Video games help
ways to be utilized in classroom. Not only it is the participants with listening and reading skills, so
effective, it is also favorable by students as they can win the game.
deduced in a qualitative research by Barr (2018) In the case of violent video game exposure
where he mentioned that video game help with (VVE), there is a study about the negative effect
their skills in communication, resourcefulness, by Greitemeyer (2018). This quantitative research
and adaptability. Not only that, video game can involved 499 women and 499 men, about reported
be a catalyst for students’ interaction and aggressive behavior in the past six months. The
discussion with their peers. This might also help result is VVE has bad impact for not only the
students’ higher order thinking skills, or HOTS. players but also their environments or social
Out-of-School exposure can be one solution to network.
develop learners’ language proficiency.
Therefore, classroom interaction could not help METHODOLOGY
much. According to Wilde, Brysbaert, &
This study used qualitative approach
Eychmans (2017), the most out-of-school
‘Phenomenology Study’, to gain in depth
activities that can influence the Dutch-speaking-
information through interview (Korstjens & Moser,
children (aged 1012) are gaming, social media
2017). Respondents were invited through online
using, and speaking.
post. The invitation was posted on Facebook. The
The participants of the research is those who
researcher could interview 6 respondents.
love playing games. They have often interacted
The respondents came from various
with those from overseas. Next, they have been
backgrounds. Respondent 1 (R1) was a College
playing video game since they were young. This
student in 7th semester majoring communication.
phenomenon is “Incidental Language Learning”
Respondent 2 (R2) was a high school student in
where someone acquires new words and
his 3rd year, so were Respondent (R5) and
structure through simply engaging in a
Respondent (R6). Respondent 3 (R3) was
communicative activities, or in other word, they
interactive fiction author. Respondent 4 (R4) has
are learning the meaning based on context rather
just graduated from college. What these
than from theory (Hulstijn, 2008).
respondents shared were their love playing video
The purposes of this paper are to find out the
games and how they learned English through
reason why the subjects of the present research
video games.
play video games and how it can help them to
The interview was conducted using Discord
learn English. Lastly, this paper also wants to
server. Discord is an online chat and call just like
find out how viable applying video game in
Skype. However, Discord has stable connection
classroom’s lesson.
and is much more reliable than Skype. The
interviews itself were done in real time and
LITERATURE REVIEW
recorded using Audacity. After that, the recorded
Using video games for teaching language interviews were transcribed and encoded.
skills and vocabulary are very common in several
https://journal.umbjm.ac.id/index.php/TEFLA 16
ISSN: 2654-5152 Vol. 1 No. 2 (May, 2019)
us bored but games have their own ways to exciting. This challenge and excitement may be
makes things interesting” used as media of learning. However, conventional
- R3 has mixed reaction in the subject language teaching still has gaps for more
matter, “An interesting idea, if it makes to learn innovative and fun way to learn language.
English fun and easy, then I am all out for it. But The reasons gamers play video game are
then again, there are people who don't like video gameplay, story, competitive nature, interaction
games, so it might depends on the person.” with other players, and releasing stress. Moreover,
- R4 followed similar vein with what R3 has all participants agree that video games improve
told us, “(I) agree with it, since I already seen one their English. Lastly, it can be concluded that
in my university before, but I think not all school video games can be applied to English class with
gonna accept that method. Some people, some consideration.
especially elders, only think games as games.
(And) just for fun purpose only.” ACKNOLEDGEMENT
- R5 disagree with the notion, however Our deepest gratitude to University of
concur that it may work but only if the game Muhammadiyah Banjarmasin, for supporting this
choice is appropriate to use. research. This research was presented in The
- R6 lament the fact that video game has Second INACELT held by IAIN Palangkaraya on
bad reputation in education and disagree with the 16-17 November 2018.
notion.
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