Skripsi
STUDENTS’ PERCEPTION TOWARD THE USE OF VIDEO GAMES ON ENGLISH VOCABULARY ACQUISITION AT SMP SRIJAYA NEGARA
This thesis investigates the perceptions of 26 seventh-grade students at SMP Srijaya Negara regarding the use of video games as a tool for acquiring English vocabulary during the academic year 2022/2023. This research used mixed-methods design with an explanatory sequential approach. The study utilizes questionnaires, interviews, and vocabulary tests as instruments. The findings reveal a positive inclination among students towards utilizing video games for English vocabulary acquisition. Through vocabulary tests, it is evident that students can recall and comprehend words encountered in video games, with participants demonstrating the acquisition of a minimum of ten vocabularies through gaming experiences. This research suggests that video games can have a beneficial impact on students' English vocabulary acquisition, emphasizing the potential educational value of incorporating gaming elements into language learning methodologies.
Inventory Code | Barcode | Call Number | Location | Status |
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2407000035 | T131103 | T1311032023 | Central Library (Referens) | Available but not for loan - Not for Loan |
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