Professional Documents
Culture Documents
ZAZHIDAYATULLAH
06120170019
ENGLISH DEPARTMENT
FACULTY OF LETTERS
UNIVERSITAS MUSLIM INDONESIA
MAKASSAR
2021
TABLE OF CONTENTS
Page
TABLE OF CONTENTS ........................................................................................ i
LIST OF FIGURES ................................................................................................ ii
CHAPTER I INTRODUCTION ............................................................................ 1
A. Background ........................................................................................ 1
B. Problem Statement ............................................................................. 3
C. Objective of the Study ....................................................................... 3
D. Significance of the Study ................................................................... 3
E. Scope of the Study ............................................................................. 4
CHAPTER II REVIEW OF RELATED LITERATURE.................................... 5
A. Speaking ............................................................................................. 5
B. Mobile Game ...................................................................................... 12
C. Player Unknown Battle Ground Mobile (PUBGM) ........................... 15
i
LIST OF FIGURES
ii
CHAPTER 1
INTRODUCTION
A. Background
An online game is a structured game that is played for fun and as a learning tool.
The most critical aspects of online games are the game's goals, rules, challenges, and
interactions, as well as the internet network's support. Client-based and web-based games
are the two types of online games available. Client-based, in which game developers have a
portal for users to download on their device or smart phone and use the game online without
having to reload the tab. Web-based is an online game that is accessed by first visiting the
website. When played, all types of online games use a person's mental and physical
abilities.
Online game is a social activity which mostly the element within the activity
gamers and influence their behavior (Ulfa, 2017). Meanwhile according to Lam (2003),
mobile game is a game that not only can be played via mobile phone and smart phone, but it
can be developed in a wide variety mobile handset such as PDAs, Symbian OS, Android OS,
and Microsoft.
Games may aid in the development of functional skills as well as serve educational,
positive and negative effects from our use of games. The the negative effects that can be
triggered, such as increased aggression, irritability, and ignoring all types of activities,
While the positive effects that the game can have on the user’s focus, language skill
specially speaking skill, and the desire to make new friends, are only a few examples.
Humans have the ability to communicate with one another. Information, views, thoughts,
desires, threats, orders, gratitude, promises, declarations, and feelings can all be exchanged
1
and only our imagination limits us. We can laugh to express enjoyment, happiness, or
disrespect, smile to express amusement, joy, approval, or bitter feelings, shriek to express
frustration, excitement, or fear, clench our fists to express resolve, anger, or a challenge,
raise our eyebrows to express surprise or disapproval, and so on, but language is our
primary mode of communication. We will cover a lot of ground in this study about
laughing, smiling, shrieking, and so on. Human life and language are inextricably linked.
We need language in every aspect of our lives because human nature is to socialize.
person. Second, language is a communication device that employs arbitrary vocal symbols.
commonly used ability for conveying messages and exchanging information. Many
on mastering English speaking skills. As a result, learners also assess their language
learning achievement as well as the effectiveness of their English course based on how
In order to aid people who, learn English improve their speaking skills, they should
is one of the many activities available. Through this way, they are more able in producing
the target language. They will experience speaking English more in fun and communicative
ways.
2
However, on the other side, the reason why the writer chooses this topic, besides
the writer himself is a gamer also to prove that mobile games not only spend the time but
something which we can learn English from, moreover the writer wants to show the positive
impacts that public seldom know about, and last but not least providing alternative ways for
the readers to applied for the best of their speaking skills this the writer wants to elaborate.
That is why the topic is “Developing English Speaking Skill by Playing Mobile Game.”
B. Problem statement
Based on the background above, the writer composes two problem statement as follows:
1. To find out how the mobile games affect English speaking skill
This study is expected to give contribution for all the readers. They are For Society
specially those who are currently exercising their speaking skill. For readers, the results of this
study are expected to be additional information for game users and other parties involved in the
development of online games in order to maximize the functions of these online games
correctly and can reduce the negative effects of using online game and for academic,
The results of this study are expected to increase knowledge for academics and
non-academics as well as provide scientific contributions in the field of Psychology, in the form
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E. Scope of the Study
Based on the problem above, the writer primarily determines in the scope of study
as the aim of this study is to investigate whether the activity of playing Player
up the players’ speaking skill and increase a player’s motivation for learning English.
The reason behind this study is that participation in Player Unknown’s Battlegrounds
game will engage the players, encourage players to communicate with each other and
Playing Mobile Games in this case is interested to choose Player Unknown Battle Ground
Mobile (PUBG Mobile) developed by PUBG Corporation, Krafton with Real time
multiplayer communication from around the world which exercise our speaking skills
4
CHAPTER II
A. Speaking
I. Definition
speaking implies that we should begin with the smallest units-sounds-and progress
through mastery of words and sentences to discourse (Cornbleet & Carter, 2001).
Eckard & Kearny, Florez , and Howarth (2001) adopt this viewpoint and define
feelings. This top-down viewpoint considers spoken texts as the result of communication
between two or more interactants in shared time and space. As a result, advocates of this
viewpoint argue that, rather than teaching learners to construct well-formed sentences and
then using them in discourse, we should enable learners to participate in spoken discourse
from the start, and they will eventually acquire the smaller units.
Burns & Joyce and Luoma (2004) describe speaking as an interactive process of
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attempt to elaborate further on the interactive nature of speaking. Its shape and
interpretation are determined by the context in which it takes place, which includes the
participants, the physical environment, and the reasons for speaking. It is frequently
unscripted, open-ended, and changing. Expression, on the other hand, isn't always
predictable. It is possible to identify language functions (or patterns) that recur in specific
discourse situations.
coherently, fluently, and accurately in a given meaningful sense, and it is this latter
Aspects of the speaking ability must eventually be scrutinized and taken into account.
These factors present some difficulties, prompting the development of standards for
receive direct feedback, such as, "Do listeners understand?" Is everybody on the
same page? Do they share our feelings? (Cornbleet &Carter, 2001). As a result,
facial expressions, gestures, and even body motions may be used to communicate
participants or interlocutors are present. These elements make contact easier (El
b. Speaking is interactive:
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times with no unnecessary gaps. or a group of people talking over each other
speakers think on their feet, producing vocabulary that represents this (Foster et al.,
2000).
The speaker's ability to prepare, coordinate, and monitor the vocabulary used is
hindered by the time constraints. A false start occurs when a speaker begins to say
something and then changes their mind halfway through. In addition, the speaker's
are prone to forgetting what they wanted to say, or even forgetting what they have
This implies that while real-time speech production imposes constraints, it also
hesitation devices, self-correction, rephrasing, and repetition can all assist speakers
in being more fluent and dealing with real-time demands (Foster et al., 2000 and
Hughes, 2002).
develop their oral production and compensate for the difficulties they face. It also
makes them sound more natural when speaking the foreign language.
d. Speaking as interaction
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Talk as interaction refers to what we often refer to as "conversation" and
engage in small talk, recount recent encounters, and so on when they meet because
they want to be polite and build a relaxed zone of contact with others. The
emphasis is on the speakers and how they want to show themselves to one another
e. Speaking as Transaction
is on what is said or done. Participants and how they communicate socially with
one another are less important than the message and having oneself understood
includes circumstances in which the participants are mainly concerned with what
is said or done and where the emphasis is on giving and receiving information.
communication of the message, as well as assurance that the message has been
narrations, and directions are all examples of language that is used mainly for
transactional purposes. Speaking turns for this reason are usually long and require
8
some previous material organization as well as the use of linguistic devices to
The language used for this reason is geared toward the'message' rather than the
assurance that the message has been understood, are critical in this form of
language that is used mainly for transactional purposes. Speaking turns for this
reason are usually long and require some previous material organization as well as
Some conversations, on the other hand, are interactive with the aim of forming
describe the latter form. It has a significant social effect. social intercourse's gears
are being greased. Greets, small talk, and compliments are examples of
based on the listener. This style of speech is usually restricted to very short turns
by the speakers.
Despite the differences between the two forms of language, interactional and
transactional language are often mixed. By maintaining good social ties with
another way, speakers do one thing while doing another. As a result, all purposes
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In order to more specifically evaluate speaking purposes, Kingen (2000)
an outcome.
objects.
considering inferences.
The genre theory assumes that various speech events generate different types of texts,
each with its own overall structure and collection of grammatical objects (Hughes, 2002).
Speaking extracts are categorized into the following genres as stated below:
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a. Narrative: A series of everyday anecdotes told with active
listener participation.
b. Identifying: Extracts i n w h i c h p e o p l e t a l k a b o u t
opinions.
V. Speaking Sub-Skill:
Many people assume that daily casual interaction is haphazard. Furthermore, most
ELT course books do not break down speaking into micro-skills, which is unfortunate.
Instead, they frequently have the nebulous goal of "improving learner fluency" (Sayer,
2005).
However, one of the most important aspects of comprehending the nature of speaking
speaking ability. It is commonly believed that such underlying abilities have some type of
structure, consisting of various components that communicate and interact with one
11
another. It's also believed that various performances rely on these underlying abilities in a
There are specifically general models of language skill that are used to determine speaking
abilities.
for defining speaking abilities. One model can be chosen or several can be combined to
B. Mobile Game
I. Definition
The term Mobile Game refers to games that are designed to run on mobile or ‘cellular'
phones (Mencher, 2004). Mobile Game, on the other hand, is defined by IBM as games
created or adapted specifically for phones or other mobile devices. Mobile Games can also
refer to applications that allow users to play games on their mobile devices. Three broad
The first are embedded games, which are games that are built into the operating
system of the mobile device: a good example is Snake, which comes standard with all
Nokia phones. The second category includes SMS games, which are frequently in the
form of live contests and polls. Last but not least, there are browser games, which can be
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played online or offline using the built-in micro browser on a mobile phone. mGame
genres can be divided into the following categories in addition to the ones listed above:
Mobile games are also referred to as "power" or "casual" games. Casual games are
non-violent games that are easy to pick up but difficult to master. These are games that
players can easily leave and return to. The amount of time spent playing can range from a
Mobile Games can be played using the device's built-in communications technologies,
identification. Games that are downloaded to a mobile phone and played using a set of
game technologies on the device are more common. Mobile Games are typically
downloaded over a mobile operator's radio network and loaded into phones when
a. providing rich social interactions to cater for the growing multiplayer games
b. interruptible so that children, teenagers or adults, who often have small chunks of free
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Furthermore, Mobile Games are often played at odd moments, for example, on bed,
while waiting, travelling on a train, or even during ‘killing time’. Therefore, literatures
a. quick and easy to start, play and navigate (Forum Nokia, 2004)
b. easy to understand, where players should quickly grasp the procedures, concepts and
c. compelling and challenging, but not impossible to win (Korhonen and Koivisto,
2007).
The history of mobile gaming dates back to the 1980s, when Nintendo released its
portable LCD game series ‘Games and Watch,' which featured characters such as Mario
(Pelkonen, 2004). Later, Nintendo introduced a new type of game console: the Gameboy,
which has replaceable cartridges. Nokia, on the other hand, developed a new type of game
that could be played with a mobile phone in 1997. Snake was the first game, and despite its
simplicity, it became surprisingly popular. Since then, Nokia has released a number of
similar games for their phones, which are either permanently installed or can be
downloaded.
New types of mobile gaming emerged in the late 1990s, allowing gamers to play
multiplayer games. These games were both WAP and SMS-based. Following that, Java
games were introduced to the market in 2001, when mobile phones were equipped with
color screens. Nokia introduced the N-Gage platform and wireless online gaming with
N-Gage Arena when more advanced phones (such as smart phones) became available that
could support 3D graphics and natural sounds (Pelkonen, 2004). Mobile gamers now have
access to a wider range of Mobile Games, including location-based games (Bell et al., 2006).
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C. Player Unknown Battle Ground Mobile (PUBGM)
survival shooter game. However, PUBG Mobile, a smart phone - based version of the game,
has recently become available. The only difference between these two games are the device
that is used to play them. Light speed and Quantum Studio are the game's distributors for the
mobile version or smart phones. PUBG Mobile is available in two versions, one for Android
Brendan Greene designed PUBG Mobile, which is a Battle Royale genre of a game.
concept in which a group of players are gathered within a relatively small area and forced to
eliminate each other until only one winner remains (Kevino, 2018; Esportsnesia.com, 2018).
Even though it belongs to the battle royale genre, PUBG Mobile was not the originator of the
beginning game with the flow. Games with a similar genre have been made a few years
earlier but became famous for a moment the PUBG game was introduced (Usmanda, 2018;
Kincir.com, 2018). However, as time passes and PUBG's platform evolves, the game has
Training Mode, Classic Mode, and Arcade Mode are among the game modes available
in PUBG Mobile. Training Mode is a mode in which players can learn how to use various
weapons, armor, and vehicles. This mode is specifically designed for players who want to
Players in Classic Mode will be grouped with 100 other players in the same location.
The players will board planes and dive to determine the location where they wish to land.
Prior to the start of the war, players must be able to survive and search for weapons. To
15
survive, players must be able to eliminate other players and remain in the designated safe
zone. If a player stays out of the safe zone for too long, he or she will be eliminated and will
Communication is one of the most important factors in achieving victory in this game;
there is a microphone and speaker feature that allows players in a team to communicate to
discuss strategy and information obtained from the battlefield in order to win.
Arcade Mode allows players to pit their skills against real-life opponents. Because there
is a play zone and more time limits, this mode is much shorter than Classic Mode. War,
Quick Match, Sniper Training, and Mini Zone are the four parts of the Arcade Mode.
PUBG Mobile is a game that is played all over the world, not just in certain regions. As
our teammate even if we have no idea how to do so, which is the main point of developing
English speaking skills by playing this game, which directly and unconsciously triggers the
motivation and determination to practice the speaking skill without having to enroll in a
traditional speaking class to prepare English learners to speak confidently with native
English speakers.
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CHAPTER III
RESEARCH METHOD
A. Research Design
This study design is classified as a qualitative study based on the paradigm used. The
application of methodological principles related to data and sources of quotations that aims
This is a qualitative study. If the data is in the form of ideas, customs, or beliefs, it
should be measured qualitatively. Qualitative research is used to explore and understand the
meaning that is based on individual or group experience through some process. its defined
that qualitative as the use of words rather than numbers in an interview process, as well as
open-ended questions.
Purposive sampling is used to determine the sample size for this study. It is a sample
collection technique based on certain considerations. Because the chosen informants must
The colleagues who play PUBG Mobile will be used as a model. Informants can be
divided into two groups. The first is an online gamer who are new to the game. And then
there are those who have been playing for quite some time.
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C. Research Instrument
According to the study's method, the data source is desired to be obtained from the
informants as part of the data of the study, with the reference to be obtained through a
questionnaire.
In this study, the writer will spread a open questionnaire. It means that the informants
who will provide the data for the study are aware of the writer’s presence as a researcher.
the study problem by spreading the questionnaire to the respondent. In this case, the writer
will share those question via WhatsApp with 5-8 people who play PUBG Mobile game.
If the informants provide unclear information, the interview session will be continued
directly through WA via voice or video call. The writer will get some ambiguous responses
The technique of collecting data in a way that is similar to how data is collected in
1. Questionnaire
The questionnaire will be a data collection method in which the respondent will be
given a written statement to respond to. The questionnaire that the researcher will use as a
research instrument.
The validity and data reliability of the questionnaire instrument will have to be
determined in order for the research to yield valid and reliable data.
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Valid instrument refers to an instrument that can be used to measure what should be
measured, whereas a reliable instrument is one that produces consistent data when uses
This research variable will be measured using a 5-point scale instrument. The
2. A: Agree
3. N: Neutral
4. DA: Disagree
1. VA: 5
2. A: 4
3. N: 3
4. DA: 2
5. VDA: 1
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E. Data Analysis
The writer will gather the data from the field and analyze it qualitatively in this study.
1. The gathering of information. It will be due to the writer's procedure of data collection.
2. Data reduction. The reduction will be started since the writer collects the data through
3. Display of data. The writer will provide a description of the data in this step so that the
summary could be created. The information is presented in the form of narrative text. It
4. Drawing and verification of the final product. This will be the final step in the data
analysis process. After analyzing and explaining the data with words, the writer will use
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CHAPTER IV
A. Findings
Related to the first problem statement there are three answering questions which
are follows:
By looking at this chart, it which is shown that 60% of the respondents agreed which
was 6 persons out of 10, and about 20% of the chart showed as neutral, 10% of the chart
21
As the chart displays it can be seen 60% of the respondents agreed which was 6 persons
out of 10, and about 20% of the respondents was neutral, 10% of the chart disagreed, and
c. You often play mobile game and feel the need to activate the microphone feature to
communicate.
From the chart displays it is shown that 40% of the respondents agreed which was 4
persons out of 10, and about 30% of the respondents was neutral, 20% of the chart strongly
Related to the second problem statement there are three answering questions which are
follows:
a. Learning English through mobile games can develop your speaking skill.
22
Based on the chart it is shown that 80% of the respondents strongly agreed which
were 8 persons out of 10, and about 20% of the chart was neutral consists of 2 persons.
b. The more you play mobile game, the more you talk to communicate.
As can be seen from the chart that 40% of the respondents were disagreed which
was 4 persons out of 10, and about 40% of the chart was neutral, and the rest 20%
agreed.
c. you are not ashamed to speaking English even a little when you are not playing mobile
game.
From the chart it can be seen that 60% respondents were agreed which was 6 persons
out of 10, and about 20% of chart strongly agreed, 10% of the chart neutral, and the rest
10% disagreed.
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B. Discussion
As it was stated in second chapter, that the PUBG Game is designed to run on mobile or
and negative effects from our use of games. The positive effects that the game can have on
the user’s focus, language skill specially speaking skill, and the desire to make new friends,
are only a few examples. Humans have the ability to communicate with one another.
Information, views, thoughts, desires, threats, orders, gratitude, promises, declarations, and
feelings can all be exchanged and only our imagination limits us.
In order to aid people who, learn English improve their speaking skills, they should
is one of the many activities available. Through this way, they are more able in producing
the target language. They will experience speaking English more in fun and communicative
ways. Instead, they frequently have the nebulous goal of "improving learner fluency" (Sayer,
2005).
It was argued that speaking can serve either a transactional or an interactive function.
There seem to be some distinctions in the spoken language used in transactional and
interactive discourse. Clearly, precise and concise communication of the message, as well as
assurance that the message has been understood, are critical in this form of interaction.
Newscasts, explanations, narrations, and directions are all examples of language that is used
mainly for transactional purposes. Speaking turns for this reason are usually long and require
some previous material organization as well as the use of linguistic devices to signal the
This implies that while real-time speech production imposes constraints, it also offers
fluent and dealing with real-time demands (Foster et al., 2000 and Hughes, 2002).
Exposing students to these facets of spoken discourse actually helps them develop their oral
production and compensate for the difficulties they face. It also makes them sound more
25
CHAPTER V
A. Conclusion
Related to the first problem statement in the question if Mobile Game affects English
Speaking skill which is shown that 60% of the respondents agreed which was 6 persons out
of 10, and about 20% of the chart showed as neutral, 10% of the chart disagreed, and 10%
more strongly agreed. While how is the English-speaking skill development by playing
mobile game is shown that 80% of the respondents strongly agreed which were 8 persons out
of 10, and about 20% of the chart was neutral consists of 2 persons in the question if learning
Meanwhile, 40% of the respondents agreed which was 4 persons out of 10, and about 30% of
the respondents was neutral, 20% of the chart strongly agreed, and the rest 10% disagreed if
often play mobile game and feel the need to activate the microphone feature to
communicate. Moreover, 40% of the respondents were disagreed which was 4 persons out of
10, and about 40% of the chart was neutral, and the rest 20% agreed if the more you play
B. Suggestion
For readers, the results of this study are expected to be additional information for game
users and other parties involved in the development of online games in order to maximize
the functions of these online games correctly and can reduce the negative effects of using
online game and for academic. Moreover, the results of this study are expected to
26
contributions in the field of Psychology, in the form of an explanation of the effect of
27
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