COLLEGE STUDENTS’ PERCEPTION TOWARD ENGLISH LEARNING THROUGH GENSHIN IMPACT

Eti Dwi Andriani(1*), Maya Rahmawati(2)

(1) Universitas Singaperbangsa Karawang
(2) Universitas Singaperbangsa Karawang
(*) Corresponding Author

Abstract


This study aims to explore students' perceptions of language learning through online games. The approach used in this research is a qualitative approach to complement this research. The participants involved in this study were fourth-year college students of English language education at a university in Karawang. A structured interview was used as an instrument used in this study to answer the researcher's questions. The results shows that participants have a good and positive perception. This shows that they feel motivated, interested, enthusiastic, and fond of learning English through Genshin Impact because it is fun and it doesn't feel like learning. Besides, it is also easy to access and more interesting than learning to listen formally. There are several reasons why they can develop their English through Genshin Impact, namely: 1) it makes them know what and when to speak in a certain context 2) it has good audio with good pronunciation, making it easier to understand in improving listening skills 3) it helps them in learning new vocabulary because there are some new words that are not in everyday life.

 

Keywords:  Perception, English Learning, Learning Activities

 

 


Full Text:

PDF

References


Alrajhi, A. S. (2020). English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum. MEXTESOL Journal, 44(4), n4.

Christopher, K., Harnadi, B., & Prasetya, H. (2021). Developing and Creating Board Game as a Media to Learn English Vocabulary for Senior High Student. Journal of Business and Technology, 1(2), 35-42.

Emiliasari, R. N., & Kosmajadi, E. (2019). Persepsi Mahasiswa Terhadap Pembelajaran Bahasa Inggris. JURNAL MADINASIKA Manajemen Pendidikan dan Keguruan, 1(1), 35-42.

Lambert, V. A., & Lambert, C. E. (2012). Qualitative descriptive research: An acceptable design. Pacific Rim International Journal of Nursing Research, 16(4), 255-256.

Mar'at. (1991). Sikap Manusia, perubahan, Serta Pengukuramnya, Jakarta: Ghalia Indonesia.

Mawati, A. T., Siregar, R. S., Fauzi, A., Purba, F. J., Sinaga, K., Ili, L., ... & Bermuli, J. E. (2021). Strategi pembelajaran. Yayasan Kita Menulis.

Oxford, R. L. (1990). Language Learning Strategies: What Every Teacher Should Know. New York: Newbury House Harper & Row.

Purnama, H (2016). Students' Perception oward the Use of English Short Movie in Learning Speaking. Unpublished Paper.

Rudis, D., & Poštić, S. (2017). Influence of video games on the acquisition of the English language. Verbum, 8, 112-128.

Salikin, H., Bin-Tahir, S. Z., & Emelia, C. (2017). The higher achiever students’ strategies in English learning. Modern Journal of Language Teaching Methods, 7(11), 79-95.

Santosa, R. B. (2017). Motivasi Dalam Pembelajaran Bahasa Inggris: Studi Kasus Pada Mahasiswa Jurusan Pendidikan Bahasa Inggris IAIN Surakarta. Jurnal Ilmiah Didaktika: Media Ilmiah Pendidikan dan Pengajaran, 18(1), 87-102.




DOI: http://dx.doi.org/10.22460/project.v5i6.p1172-1178

Article Metrics

Abstract view : 5 times
PDF - 1 times

Refbacks

  • There are currently no refbacks.


p-ISSN: 2614-6320

e-ISSN: 2614-6258

 Project by https://journal.ikipsiliwangi.ac.id/index.php/project/ is licensed under a Creative Commons Attribution - Share Alike 4.0 Internasional License.


View My Stats