Abstract

Since technology has become prevalent in most people’s lives nowadays, playing video games is undeniably considered a favourable activity. Video games can be efficient tools and useful resources for language learning. Considering this possibility, it is vital for the issue of learning a language, particularly English via playing video games to be investigated. The topic of video games and language learning is examined from the perspective of how such games can inspire players to learn English grammar, improve their English vocabulary and practice English communication. For data collection of the present study, 100 Universiti Teknologi MARA, Cawangan Pulau Pinang (UiTMCPP) students participated in the questionnaire survey. It was discovered that 84% of the respondents agreed that they feel motivated to improve their English grammar when they do not understand the storylines of the video games, perhaps because they need to know the grammar in order to understand the storylines in the games. 88% of them feel very motivated to learn new English vocabulary that they find in video games. Clearly, playing video games can contribute to positive effects on the students’ English language learning. The results of this study can support the objectives of this research pertaining to language learning through games. Most respondents apparently have positive perception towards video games as reliable sources of motivation in learning, improving and practicing English. Also, they seem to have positive experiences in learning and improving their English in the contexts of autonomous learning and social interactions while playing video games. Memandangkan teknologi telah menjadi berleluasa dalam kehidupan kebanyakan orang pada masa kini, bermain permainan video tidak dapat dinafikan dianggap sebagai aktiviti yang digemari. Permainan video boleh menjadi alat yang cekap dan sumber berguna untuk pembelajaran bahasa. Berdasarkan kemungkinan ini, isu pembelajaran bahasa, terutamanya bahasa Inggeris dengan bermain permainan video adalah penting untuk diterokai. Topik permainan video dan pembelajaran bahasa dikaji dari perspektif bagaimana permainan sebegini boleh memberi inspirasi kepada pemain untuk mempelajari tatabahasa bahasa Inggeris, meningkatkan perbendaharaan kata bahasa Inggeris mereka dan mempraktikkan komunikasi bahasa Inggeris. Untuk pengumpulan data kajian ini, 100 pelajar Universiti Teknologi MARA, Cawangan Pulau Pinang (UiTMCPP) telah mengambil bahagian dalam tinjauan soal selidik. Didapati bahawa 84% daripada responden bersetuju bahawa mereka berasa bermotivasi untuk meningkatkan tatabahasa bahasa Inggeris mereka apabila mereka tidak memahami jalan cerita permainan video, mungkin kerana mereka perlu mengetahui tatabahasa untuk memahami jalan cerita dalam permainan tersebut. 88% daripada mereka berasa sangat bermotivasi untuk mempelajari perbendaharaan kata bahasa Inggeris baharu yang mereka temui dalam permainan video yang dimain. Jelas sekali, bermain permainan video boleh menyumbang kepada kesan positif terhadap pembelajaran bahasa Inggeris pelajar. Hasil kajian ini dapat menyokong objektif kajian yang berkaitan dengan pembelajaran bahasa melalui permainan. Kebanyakan responden nampaknya mempunyai persepsi positif terhadap permainan video sebagai sumber motivasi yang boleh dipercayai dalam pembelajaran, penambahbaikan dan latihan bahasa Inggeris. Selain itu, mereka juga nampaknya mempunyai pengalaman positif dalam pembelajaran dan meningkatkan bahasa Inggeris mereka dalam konteks pembelajaran autonomi dan interaksi sosial semasa bermain permainan video.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.