{"title":"Investigating EFL Students’ Perception of English Vocabulary Acquisition Through Online Gaming","authors":"L. Angraeni, C. Chuzaimah, Fadli Nasir","doi":"10.26858/ELTWW.V6I2.13328","DOIUrl":null,"url":null,"abstract":"This study focuses on university students’ opinion about secondary vocabulary acquisition through an online game. This study employs a descriptive quantitative method using questionnaire to gather the data. The whole population in this study was the fourth semester students of Akadami Bahasa Asing UMI. The samples were students who frequently play online game specifically Player Unknown’s Battleground (pubg), from class C1 until C4. The sample was taken by using purposive sampling technique. This research was conducted by distributing questionnaires to students who were respondents, after which they were input and analyzed through the SPSS program. The findings revealed that based on the 12 items that were given, the most chosen by students was item 2 and 8, students who understood the meaning of new vocabularies when playing games and students who made a new vocabulary list and wrote the translation in Indonesian were the opinions most chosen by students with an occasional scale of 60%.","PeriodicalId":34655,"journal":{"name":"ELT Worldwide Journal of English Language Teaching","volume":"40 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ELT Worldwide Journal of English Language Teaching","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26858/ELTWW.V6I2.13328","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
This study focuses on university students’ opinion about secondary vocabulary acquisition through an online game. This study employs a descriptive quantitative method using questionnaire to gather the data. The whole population in this study was the fourth semester students of Akadami Bahasa Asing UMI. The samples were students who frequently play online game specifically Player Unknown’s Battleground (pubg), from class C1 until C4. The sample was taken by using purposive sampling technique. This research was conducted by distributing questionnaires to students who were respondents, after which they were input and analyzed through the SPSS program. The findings revealed that based on the 12 items that were given, the most chosen by students was item 2 and 8, students who understood the meaning of new vocabularies when playing games and students who made a new vocabulary list and wrote the translation in Indonesian were the opinions most chosen by students with an occasional scale of 60%.
本研究主要考察大学生对通过网络游戏习得第二词汇的看法。本研究采用描述性定量方法,采用问卷调查法收集数据。本研究的全部人群为Akadami Bahasa Asing UMI第四学期的学生。样本是经常玩网络游戏的学生,特别是《绝地求生》,从C1班到C4班。采用有目的抽样技术采集样本。本研究是通过发放问卷给学生作为调查对象,然后通过SPSS程序进行输入和分析。调查结果显示,在给出的12个项目中,学生选择最多的是项目2和8,在玩游戏时理解新词汇含义的学生和制作新词汇表并用印尼语写翻译的学生是学生选择最多的意见,偶尔比例为60%。