Electronic Theses and Dissertation
Universitas Syiah Kuala
SKRIPSI
STUDENTS’ PERCEPTIONS OF THE USE OF STORY-DRIVEN VIDEO GAMES FOR VOCABULARY LEARNING (A QUANTITATIVE STUDY AT THE ENGLISH DEPARTMENT OF SYIAH KUALA UNIVERSITY)
Pengarang
Ahmad Hazim Fakhri - Personal Name;
Dosen Pembimbing
Iskandar AS - 197810252003121004 - Dosen Pembimbing I
Nurul Inayah - 198610032014042001 - Dosen Pembimbing I
Nomor Pokok Mahasiswa
1806102020098
Fakultas & Prodi
Fakultas KIP / Pendidikan Bahasa Inggris (S1) / PDDIKTI : 88203
Subject
Kata Kunci
Penerbit
Banda Aceh : Fakultas FKIP., 2024
Bahasa
No Classification
-
Literature Searching Service
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Permainan digital atau video game merupakan salah satu media yang mendukung pemain dalam mempelajari kosakata secara mandiri. Namun penggunaan video game masih dianggap negatif karena dampak negatif yang ditimbulkannya. Penelitian deskriptif kuantitatif ini bertujuan untuk mengetahui persepsi siswa terhadap penggunaan video game, khususnya video game berbasis cerita untuk pembelajaran kosakata. Sampel penelitian ini adalah mahasiswa jurusan Pendidikan Bahasa Inggris Universitas Syiah Kuala. Kriteria sampel penelitian adalah siswa yang bermain atau pernah memainkan video game berbasis cerita di waktu luangnya. Instrumen penelitian ini adalah angket dan pertanyaan wawancara. Teknik pengumpulan data penelitian adalah dengan menyebarkan angket penelitian kepada 20 siswa yang diisi di Google Form dan setelah itu dilakukan wawancara kepada 5 siswa. Hasilnya menunjukkan bahwa sebagian besar mahasiswa Jurusan Bahasa Inggris memberikan persepsi positif terhadap penggunaan video game berbasis cerita untuk pembelajaran kosakata. Mereka memperoleh kosa kata baru dan keterampilan lain seperti berbicara, membaca, dan mendengarkan dari bermain video game berbasis cerita.
Digital games or video games are one of the media that support the player learning vocabulary independently. However, the use of video games is still considered negative due to the negative impacts it produce. This quantitative descriptive research seeks to find out students’ perceptions of the use of video games, specifically story-driven video games for vocabulary learning. The sample for this research involved students majoring in English Education at Syiah Kuala University. The criteria for the research sample are students who play or have played story-driven video games in their free time. The instruments of this research are questionnaires and interview questions. The technique for collecting research data is to distribute research questionnaires to 20 students which are filled out on Google Forms and after that interviewed 5 students. The result shows that the majority of English Department students gave positive perceptions toward the use of story-driven video games for vocabulary learning. They gain new vocabulary and other skills such as speaking, reading, and listening from playing story-driven video games.
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