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BukuFrom Console to Classroom: Investigating the Influence of Video Games on English Language Learning
Bibliografi
Author: ANDHARA, FERDY SATRIO ; Engliana (Advisor)
Topik: Second Language Acquisition; motivation; self-efficacy; video games genres; comprehensible input
Bahasa: (EN )    
Penerbit: Applied English Linguistics Program Faculty of Education and Language Atma Jaya Catholic University of Indonesia     Tempat Terbit: Jakarta    Tahun Terbit: 2025    
Jenis: Theses - Master Thesis
Fulltext:
Abstract
This study investigates the role of video game genres in enhancing motivation and self-efficacy among English language learners. Specifically, it explores how different game types, such as role-playing, action, simulation, and strategy, uniquely influence students’ psychological engagement in gaming and English as a second language (ESL) learning contexts. Employing Creswell & Creswell’s (2018) explanatory sequential mixed-methods design, the research integrates quantitative and qualitative data to provide a nuanced understanding of learners’ experiences. Findings reveal a strong positive relation between motivation for playing video games and motivation for learning English, regardless of gender, English proficiency level, or gaming frequency. The results suggest that video games, particularly those rich in immersive and linguistic content, significantly foster learners’ sense of agency, relevance, and self-worth, key components of intrinsic motivation and self-efficacy. By promoting immediate feedback and personal investment, such as video games offer a promising avenue for enhancing ESL learning outcomes.
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