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THE RISE OF ROBLOX AND OPPORTUNITIES FOR ENGLISH LEARNING : A CASE STUDY OF TWO ROBLOX PLAYERS
An era where technology has developed rapidly has undoubtedly made today's generation a tech-savvy generation. Advanced technology development also affects several aspects of life, such as literacy. Literacy is an individual's ability to read and absorb various information in daily life. In a much more advanced era, Digital Game is an interactive media that can also be a bridge to individual literacy because a lot of information can be absorbed in it. This case study aims to see what literacy practices occur when playing a digital game like Roblox and also to find out their perceptions about Roblox as an opportunity to learn English. This research used descriptive qualitative design using observations and interviews. The results of observations indicated that literacy practices occurred when players played Roblox, such as absorbing various information needed to solve puzzles and understanding the use or function of software when playing. Players also search through accurate sources of information. Then the interview results, Roblox gives players the freedom to communicate with other players, and the words used in the Roblox are also easy to understand. Players believed that Roblox could be an opportunity to learn English.
Inventory Code | Barcode | Call Number | Location | Status |
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2307003829 | T92336 | T923362023 | Central Library (Referens) | Available but not for loan - Not for Loan |
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