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ICT - Based - Linguistic Analysis 3x
ICT - Based - Linguistic Analysis 3x
Danny G. Nugraha
Abstract
The rapid advancement of technology has made a significant change in English Language learning
especially with the use of a number of various social media applications. The learning process
merges along with the communication activities and has resulted in the integration of the four
language skills through multi-mode. The study is aimed at attempting to investigate how this
could bring positive contribution to the development in English Language Teaching strategy. The
study has been conducted through the results of a number of journal articles across different
non-English-speaking countries and digital articles. The result indicates that gamification is
potential to boost language use in the active communicative interaction in the classroom.
Introduction
The rapid development of technology has brought substantial changes in almost all aspects of life
including the beliefs in the language learning. A great number of studies and researches have addressed
this issue promoting new theories in English Language Teaching (ELT) especially for the non-native English
users. Now, ICT (Information and Communication Technology) has been used in almost all fields of
life, including in education. In education, computer technology has become so essential that the
government put ICT as one of the curriculum in Indonesia’s education. The utilization of ICT in
education has recently started to appeal the potential and significant progress in language learning. It has
become a major issue in education world and has been used from preschool through to university that
could facilitate students and teacher in teaching and learning process.
The study includes 20 articles related to ICT and ELT which deal with language classroom activities,
learning motivation and awareness in the English language use and the implication of the teaching and
learning strategies. In search for the relevant articles, there actually are over 60 similar articles and others
are website articles, blogs and slides under ICT and gamification. However, about 40 articles are more
related to communication in general and that gamification has positive impact on enhancing motivation
especially in the business and management.
The purpose of the study proposed is to address a number of questions which, on the other side
of the proposed notions in these articles, may lead to a number of potential problems. Thus, the issues
can serve anticipatory actions to take especially in relation to the negative impacts as well as readiness in
the technical conditions. The questions are as follows:
(1) What are the factors which can guarantee that ICT and the gamification can give better result
in language learning?
(2) What may the constrains be that ICT and gamification are standardized both in the curriculum
and application of the technology given that in developing countries the facility is not evenly
distributed?
(3) What are the alternative strategies in the case of technical failure or constrains?
Methodology
The study is based on the result of 20 different research articles under the topic of ICT and
gamification in language learning and teaching strategy especially in formal setting of the classroom
activities. The analytical approach is based on the comparative assumptions and the outcome of the 20
researches particularly in how they come up with the application of ICT and gamification.
The study imposes an assumption that apart from the positive impact of the development of ICT
in language learning, none of them have addressed the potential constrains specifically when integrated
in the formal curriculum. The first assumption is that none of them has either attempted to conduct
experimental research design involving two variables through the T-test to proof that the notions are
more effective than the conventional strategy. Secondly, in terms of the availability of technical facilities,
many schools or educational institutions in the developing countries may have difficult access to the
internet connection, for example, or the devices to support the luxury of technological educational
approach. Lastly, the authority may have to find possible ways and yet still reasonably effective to sustain
the learning activities.
Md. Shahadat Hossain Khan (2012) states that in Bangladesh, as an example of the developing
country, one barrier that first comes is funding.
The above issue raised in Bangladesh may as well occur in other developing countries such
Indonesia. This may lead to a domino effect in the sense that if the fund is poor, the direct effect is the
facilities including the bandwidth and the readiness of the human resource such the teachers, school
management and technicians. In other words, the infrastructure and superstructure can be the most
potential barrier. Other possible factors such as preferences of typical young learners who tend to go for
fun factor in gaming than gamifying serious matters which again need collaboration between the stake
holders such as parents, providers and educational institutions.
The result and finding are tabulated to bubble up the intriguing points of arguments and belief of
each article. From this, all the positive and supporting notions are analyzed and investigated to see if it is
debatable with relevant arguments within the context of factual data such as in Bangladesh or even
Indonesia.
The articles are dominantly universal across the Asia, Middle East and European countries. The
focused aspects extracted from the articles include effective classroom activity and motivation.
Analysis
4. Gamification Performance
Assessment Review (GPAR)
Consciously or subconsciously, non-native English users have now been used to the exposure of
English expressions or terminology through the instructions in coding or webbing, various different video
or visual presentations and other necessity activities such as shopping, interacting and gaming. In this
highly diverse communication engagement, the English language has significantly become everyone’s
language all over the places. One obvious example is playing games which requires gamers to understand
the coding which can be retrieved in help menu (in a computer) or through Google and YouTube. The skill
can involve both reading and listening. Another popular example is the use of the Instagram for small
projects in the insta-story. Many have started to use both English and Indonesia. Not mentioning creating
comments in English on the social media.
This study attempts to analyze how (Dhehghanzadeh, 2019) the English language used by
Indonesian English users when they involve communication technology in the form of electronic devices
such as computer and mobile phone. In the meantime, linguistic analysis theoretically covers Syntax,
morphology, semantic and phonology. However, the division into these aspects as the nature of scientific
analysis should then be shifted into a different domain in the applied language analysis because there are
certain elements outside the linguistic domain. This article attempts to focus on two different perspectives
from which the linguistic analysis should be applied with the diminishing boundary between the elements.
First perspective is the virtual exchanges in which they use written form but with the nature of
spoken language including the paralanguage elements which normally found in real spoken utterances.
Apart from the various features offered by a messenger company, such as Whatsapp, Line or the likes, the
virtual chat have involved a number of spoken language features. According to
https://study.com/academy/lesson/spoken-language-features-types-examples.html, retrieved on
25/11/2019 at 21:33 p.m. The spoken language features include: (1) Adjacency pairs or interactive
exchanges, (2) Backchannels or showing responsive expressions, (3) Deixis or use of pronouns but no
referring to the one formerly spoken, instead, to the one both speakers see or feel. (4) Discourse markers
or signposting, (5) Elision or contraction including lazy pronunciation (6) Hedges or down-toning
expressions and (7) Non fluency features
The first feature of the real chat, adjacency, is very much apparent in the thread of exchanges
using bubbles like in a comic to show the adjacency such as shown below:
Short chunks
Bubbles
Although official researches have not been found related to the use of deixis in social media
conversations, empirically, this phenomena takes place. There is even one advantage in spoken language
through social media chats, that it the thread which is automatically stored and can be tracked back. This
is to say that the nature of written language is at the same time appears in this mode.
As for the elision feature, as far as I am concerned based on the empirical observation, in the
social media messengers can split into at least three types: (1) absence of punctuations and marks such
as question mark. (2) Incomplete statements or dropping out articles and (3) contraction.
In short, the activity of using language as virtual communication cannot stop and the netizens (net
citizens) seem to be carried away with the luxury of technology as a part of their daily activity. It has
become the life necessity. English is a part of their language in this activity. The problem is that because
their native language interferes the way they use English, frequently, they make mistakes without them
realizing this. Once it becomes the jargon, the mistakes are then fossilized. In other words, there is a
strong tolerance among the users of ICT. The following are some examples of tweets from March 26, 2010
that contain nonstandard English:
- RT @ Pete4L: Guys plz d/l the lettr Ive written 2 Jeff Gaspin, he's THE man who can giv us
#Heroes S5 http://tinyurl.com/y9pcaj7 #Heroes100
- @SkyhighCEO LOOOL heyyy! shullup! #Jujufish
- LUV HER o03.o025.o010 thankx to da sis ariana 4 makin da pic I most def lyk it but goin 2
da rink 2 moRrow ya dawg wit da http://lnk.ms/5svJB
- Q: hay justin SCREEEEEEEEEM!!!!!! i luv u OMG!!!!!!! i did a quiz ubout if me and u wer thu
only ones o http://www.society.me/q/29910/view
This leads to the second perspective on the language awareness. There is a phenomenon on the
higher awareness of using English either from the provider through variety of applications and the users
as well. Although Microsoft Word is geared with language spelling and grammar check, Indonesian users
have frequently ignored it and opted the Indonesian language setting. Later along the time, Google Play
also provide a number of dictionaries either it be on or off line. As time goes by and network business
rapidly developed, applications of English tutorial start mushrooming. This has gradually made some users
grow their awareness along with the need for English use for commercial and image purposes.
A Website called “European Centre for Modern Languages of the Council of Europe” at
https://www.ecml.at/TrainingConsultancy/ICT-REV/tabid/1725/language/en-GB/Default.aspx in their
article “Online technology: Use of ICT in support of language teaching and learning” states that
Language education is an area where open-access resources, online courses, virtual
classrooms and social networks based on information and communication technology (ICT)
are being increasingly used to give learners access to information, promote interaction and
communication, and enhance digital literacy skills. However, the rapid development of tools
and resources presents both opportunities and challenges. In order to maximize the
potential of ICT in language teaching, it is crucial that it is used in a pedagogically sound way
that corresponds to the individual needs of the learners. It is also important that the use of
ICT is introduced and supported in a sustainable way and in a range of pedagogical
approaches that promote lifelong learning.
The above statement shows strong concern for the awareness of the use of English. Another
example of the provider’s support is Grammarly whose promotion is everywhere offering cohered
software to your on-line applications such as email. In addition, Associate Professor Dr. Kim Hughes
Wilhelm (2010) also asserts that:
There are a number of ways in which students can be motivated to explore ideas and to
share their experiences with the use of technology, both inside and outside the classroom.
Student can hone their presentation and technical skills when presenting fieldwork
projects. This in turn motivates others to explore and learn about technology in order to
better show and tell about their projects.
In the Indonesia, although at present English is still in the level of foreign language and that many
still consider second importance or priority, some have actually been somewhat dragged to the reality
that English is inevitably needed. The conventional parameter such as standardized test, such as TOEFL,
IELTS or TOEIC, is still considered a kind of “drag” for some.
In conclusion, ICT is now within the system of all aspects of life. The linguistic analysis needs to be
adapted to the ICT language users especially on the productive mode (writing and speaking) where the
use of English is a part of most urban life society and students. The four language skills have no longer
clear cut especially in the applications of social media. Although there is a tendency that sloppiness still
takes place, the awareness of English language use gradually grows and the ICT language supports may
encourage them more.
There should be collaboration between the outside-school world and the school or educational
institutions. One of the possible approach in a small project given in the classroom and can be completed
outside of school such as at home or social environment including “virtual relations”.
Harwati Hashim, e. (2019). Improving ESL Learners’ Grammar with Gamified-Learning. Arab World
English Journal, 41-50.