Playing games during pandemic, why not? The IDLE upon students’ efficacy and vocabulary

Q1 Arts and Humanities
Muhammad Najmussaqib Diya Alhaq
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引用次数: 0

Abstract

Advancements in the current era and challenges during the pandemic have given rise to an urgency for education practitioners and academicians to turn to informal learning outside the classroom. This is also the case with learners of English as a Foreign Language (EFL), who need to practise the language on an ongoing basis. For this purpose, they utilise the activity of digital gaming as a form of Informal Digital Learning of English (IDLE). This research examines the self-efficacy in learning English (as affective domain) and vocabulary mastery (as cognitive domain) of students with digital gaming experience within the IDLE framework. This sequential qualitative dominant mixed-method research involved 10 respondents out of 244 students with digital gaming experience. The data were collected by using a questionnaire, interview sessions, and receptive-productive vocabulary tests. The collected data were analysed according to Bandura’s Personal Agency (1989) and Raoofi’s (2012) study on self-efficacy, using descriptive statistics for vocabulary mastery, and Kallio et al.’s (2011) InSoGa model for measuring the degree of digital gaming. It was found that students with a medium and heavy degree of playtime or gaming experience had self-efficacy and good receptive-productive vocabulary mastery. The results also showed that efficacy degrees may vary, and students’ receptive test scores were always higher than or the same as their productive test scores. The findings showed IDLE-digital gaming could sustain in-class teaching through out-of-class learning. Thus, it implies that this research supports the IDLE-digital gaming application within an academic context.
在疫情期间玩游戏,为什么不呢?IDLE对学生效能感和词汇的影响
当前时代的进步和大流行期间的挑战使教育从业者和学者迫切需要在课堂外转向非正式学习。学习英语作为外语(EFL)的人也是如此,他们需要不断地练习语言。为此,他们利用数字游戏活动作为非正式数字英语学习(IDLE)的一种形式。本研究在IDLE框架下考察了数字游戏体验学生在英语学习(情感领域)和词汇掌握(认知领域)方面的自我效能感。这项连续定性主导混合方法研究涉及244名有数字游戏经验的学生中的10名受访者。数据是通过问卷调查、访谈和接受-生产词汇测试收集的。收集到的数据根据Bandura的Personal Agency(1989)和Raoofi(2012)关于自我效能的研究进行分析,使用描述性统计来衡量词汇掌握程度,使用Kallio等人(2011)的InSoGa模型来衡量数字游戏的程度。结果发现,游戏时间或游戏体验程度为中、重度的学生具有自我效能感和良好的接受-产生性词汇掌握。结果还表明,效能程度可能存在差异,学生的接受性测试分数总是高于或等于他们的生产性测试分数。研究结果表明,idle数字游戏可以通过课外学习来维持课堂教学。因此,这意味着该研究在学术背景下支持idle数字游戏应用。
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来源期刊
Indonesian Journal of Applied Linguistics
Indonesian Journal of Applied Linguistics Arts and Humanities-Language and Linguistics
CiteScore
1.90
自引率
0.00%
发文量
46
审稿时长
18 weeks
期刊介绍: The aim of this Journal is to promote a principled approach to research on language and language-related concerns by encouraging enquiry into relationship between theoretical and practical studies. The journal welcomes contributions in such areas of current analysis in: first, second, and foreign language teaching and learning; language in education; language planning, language testing; curriculum design and development; multilingualism and multilingual education; discourse analysis; translation; clinical linguistics; literature and teaching; and. forensic linguistics.
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