DAMPAK GAME ONLINE DALAM PEMBELAJARAN KOSAKATA BAHASA INGGRIS (DITINJAU DARI PERSEPSI SISWA)

Authors

  • Dhony Setiawan Prodi Teknik Informatika, Fakultas Teknik, Universitas Pamulang
  • Ahmad Munawaruzaman Prodi Teknik Informatika, Fakultas Teknik, Universitas Pamulang

Keywords:

English vocabulary, online games

Abstract

This research is based on the needs of English for people, and there are more and more online games which are widely and easily obtained through smartphone widely used. Most of the smartphones are android smartphones. Online games in android smartphones often uses vocabulary in English. In other words, the games can be used to enrich someone’s vocabulary in English. Therefore, this research is meant to seek about “the impacts which are caused by online games in learning English vocabulary, in this case, on the students of eleventh grades in SMK Negeri 2 Tangerang Selatanâ€. The research was qualitative research with the strategy of qualitative descriptive research. To analyse the data, this research used interactive model. Then, for the data collection method, this research used interview, observation, and documentation. Besides that, the research also used references, such as science articles, books, and websites, which are related to the issues in this research. After combining and analyzing the data and the references, the result was used to answer the issues in this research. Then, from the result of the data collection obtained, it can be seen that online games do not always cause negative impact. In fact, there are still positive impacts which are felt by the students. One of the positive impacts is that the students can learn new vocabulary from online game. It is because online game indirectly builds pleasing, motivating, and interacting situation for the students who play it. It rises the feeling of responsibility within the students to learn new vocabulary, and this situation or context is needed to acquire vocabulary. However, still, there are also negative impacts for the players, such as addiction to the online games.

References

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Published

2021-12-29

How to Cite

Setiawan, D., & Munawaruzaman, A. (2021). DAMPAK GAME ONLINE DALAM PEMBELAJARAN KOSAKATA BAHASA INGGRIS (DITINJAU DARI PERSEPSI SISWA). PROSIDING SENANTIAS: Seminar Nasional Hasil Penelitian Dan Pengabdian Kepada Masyarakat, 2(1), 69–76. Retrieved from https://openjournal.unpam.ac.id/index.php/Senan/article/view/16669