Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)

Visual Novel Game Subtitles and the Improvement of Vocabulary Comprehension Ability: Does It help L2?

Authors
Eny Kusumawati
Corresponding Author
Eny Kusumawati
Available Online 9 April 2020.
DOI
10.2991/assehr.k.200406.011How to use a DOI?
Keywords
features, VNG, CVN, subtitles, retention and recall, vocabulary
Abstract

The purpose of this study is to test the effect of subtitle features, include the selection of the right words to be used in the vocabulary in the visual novel games (VNG) on L2 English viewers’ retention and recall of texts, that used as the teaching material. Quasi experimental research played in this study with consisting of 54 students of Informatics departments, and they were with the same characteristics. It was played the visual novel game into both classes, and administered 45 multiple choice test and questioners in the end of the classes. Both classes went through the same procedures, but one class watched the customized subtitled of the visual novel game. The data gathered were subjected to the statistical procedure of paired sample t-test. And, the result showed that the experimental class showed the better result on their understanding of the story, but there is contrarily on the vocabulary comprehension result, it is found that the both subtitles did not have an effect on participants’ vocabulary. This study has implications for English language teachers and material developers to benefit customized bimodal subtitles for better comprehension, retention and recall of aural content in game visual novel via Computer Assisted Language Teaching approach.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
9 April 2020
ISBN
978-94-6252-952-6
ISSN
2352-5398
DOI
10.2991/assehr.k.200406.011How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Eny Kusumawati
PY  - 2020
DA  - 2020/04/09
TI  - Visual Novel Game Subtitles and the Improvement of Vocabulary Comprehension Ability: Does It help L2?
BT  - Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)
PB  - Atlantis Press
SP  - 51
EP  - 56
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200406.011
DO  - 10.2991/assehr.k.200406.011
ID  - Kusumawati2020
ER  -