Proceedings of the International University Symposium on Humanities and Arts (INUSHARTS 2019)

Video Games as Motivators of English Vocabulary Acquisition and Reading

Authors
Audrey Ningtyas, Sonya P. Suganda
Corresponding Author
Sonya P. Suganda
Available Online 30 July 2020.
DOI
10.2991/assehr.k.200729.005How to use a DOI?
Keywords
motivation, video games, reading, reading comprehension
Abstract

The current generation of students is keen on playing video games across platforms such as smartphones, personal computers, or other devices. Teachers could take advantage of their enthusiasm for gaming by integrating learning with games played in the classroom or at home. Most students in Indonesia do not consider English as a foreign language important or challenging. There is a marked difference in learning English at school and self-learning: a student must study specific materials by a certain grade at school; however, students can self-learn from discrete types of exposure. Very few students engage in self-learning or know that they must master English. This study examined whether the integration of video games to English classes would motivate students to learn. The experiment focused on enhancing the motivation of students to read English text. Data were collected through a mixed method. Besides collecting pre- and post- tests, the researcher also administered a questionnaire to the students who performed best in the post-test. The t-test calculation performed on the obtained results revealed only a slight increase in the motivation of participating students. The outcomes of the analysis of the questionnaire divulged that the game’s visualization helped students who performed best to understand English better and that these learners were incentivized to improve their English by doing what they love.

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 International University Symposium on Humanities and Arts (INUSHARTS 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
30 July 2020
ISBN
978-94-6252-995-3
ISSN
2352-5398
DOI
10.2991/assehr.k.200729.005How 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  - Audrey Ningtyas
AU  - Sonya P. Suganda
PY  - 2020
DA  - 2020/07/30
TI  - Video Games as Motivators of English Vocabulary Acquisition and Reading
BT  - Proceedings of the International University Symposium on Humanities and Arts (INUSHARTS 2019)
PB  - Atlantis Press
SP  - 22
EP  - 27
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200729.005
DO  - 10.2991/assehr.k.200729.005
ID  - Ningtyas2020
ER  -