Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills
https://doi.org/10.30605/onoma.v10i1.3278
Keywords:
Vocabulary, Media, Online Game, Genshin ImpactAbstract
This paper presents students’ perception of the Genshin Impact game in their vocabulary mastery and 21st-century skills. The aim of the study was to describe how the Genshin Impact game contributes to 5th-semester students’ English vocabulary mastery in the English Education Major at the State Islamic University of Syarif Hidayatullah Jakarta and improves their 21st-century skills. Through a descriptive qualitative method, the study aimed to inform students that there are other alternatives to learning English vocabulary in a more interesting way, such as playing the Genshin Impact game. Based on the result of the data analysis, the researchers found that playing the Genshin Impact game contributes to students’ vocabulary mastery and allows them to apply the vocabulary they have learned from the game according to the context. Additionally, the participants’ 21st-century skills, such as critical thinking, creativity, and collaboration, increased after playing the Genshin Impact game. The researchers suggest that students can choose the Genshin Impact game as a medium to improve their vocabulary mastery and 21st-century skills.
Downloads
References
Bakan, U., Han, T., & Bakan, U. (2022). Learner Perceptions and Effectiveness of Using a Massively Multiplayer Online Role-playing Game to Improve EFL Communicative Competence. Knowledge Management & E-Learning: An International Journal, 286–303. https://doi.org/10.34105/j.kmel.2022.14.016 DOI: https://doi.org/10.34105/j.kmel.2022.14.016
Clark, R. C., & Mayer, R. E. (2011). E‐Learning and the Science of Instruction. Wiley. https://doi.org/10.1002/9781118255971 DOI: https://doi.org/10.1002/9781118255971
Farhan, M. (2022). Students’ Perception Towards Usage of Online Games “Genshin Impact” for Vocabulary Acquisition (A Case Study in English Education Department at Syarif Hidayatullah State Islamic University Jakarta Academic Year 2021/2022). UIN Syarif Hidayatullah Jakarta.
Ferguson, C. J., Cruz, A. M., & Rueda, S. M. (2008). Gender, Video Game Playing Habits and Visual Memory Tasks. Sex Roles, 58(3–4), 279–286. https://doi.org/10.1007/s11199-007-9332-z' DOI: https://doi.org/10.1007/s11199-007-9332-z
Haydar, A. (2022). Using Online Mobile Games to Enrich Student’s Vocabulary Acquisition in Teaching Writing of Narrative Text.
Ibrahim, E. H., Sarudin, I., & Muhamad, A. (2016). The Relationship between Vocabulary Size and Reading Comprehension of ESL Learners. English Language Teaching, 9, 116. https://doi.org/10.5539/elt.v9n2p116 DOI: https://doi.org/10.5539/elt.v9n2p116
Jeet, G., & Pant, S. (2023). Creating Joyful Experiences for Enhancing Meaningful Learning and Integrating 21st Century Skills. International Journal of Current Science Research and Review, 06(02). https://doi.org/10.47191/ijcsrr/V6-i2-05 DOI: https://doi.org/10.47191/ijcsrr/V6-i2-05
Lee, J., & Kim, H. (2019). The Effects of Online Game-based Learning on Korean EFL Learners’ Vocabulary Acquisition. Nternational Journal of Mobile Learning and Organisation, 13(4), 407–424.
Lessard-Clouston, M. (2013). Teaching Vocabulary. TESOL International Association.
Lin, C.-Y., & Guo, Y.-H. (2021). Enhancing Efl Adolescent Learners’ Vocabulary Acquisition Via Online Single Player Role-Play Games. Language Literacy: Journal of Linguistics, Literature, and Language Teaching, 5(1), 10–22. https://doi.org/10.30743/ll.v5i1.3506 DOI: https://doi.org/10.30743/ll.v5i1.3506
Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The Effect of Simulation Games on The Learning of Computational Problem-solving. Computers & Education, 57(3), 1907–1918. DOI: https://doi.org/10.1016/j.compedu.2011.04.002
Miftahuddin, D., & Malihah, N. (2022). Massive Multiplayer Online Role-Playing Games to Enrich Vocabulary to Foreign Language Learners: The Implementation. Journal of English Teaching and Learning Issues, 5(2), 81. https://doi.org/10.21043/jetli.v5i2.17090 DOI: https://doi.org/10.21043/jetli.v5i2.17090
Nadia, N., Kurniati, A., Panggabean, F. M., & Satria, T. G. (2021). Gamification for Increasing Learning Motivation of College Student. Engineering, MAthematics and Computer Science (EMACS) Journal, 3(1), 27–30. https://doi.org/10.21512/emacsjournal.v3i1.6843 DOI: https://doi.org/10.21512/emacsjournal.v3i1.6843
Nissim, Y., Weissblueth, E., Scott-Webber, L., & Amar, S. (2016). The Effect of a Stimulating Learning Environment on Pre-Service Teachers’ Motivation and 21st Century Skills. Journal of Education and Learning, 5(3), 29. https://doi.org/10.5539/jel.v5n3p29 DOI: https://doi.org/10.5539/jel.v5n3p29
Omar, M., & Rias, R. M. (2013). Animated pedagogical agents to teach kindergarteners selected English vocabulary. 2013 IEEE Business Engineering and Industrial Applications Colloquium (BEIAC), 395–398. https://doi.org/10.1109/BEIAC.2013.6560156 DOI: https://doi.org/10.1109/BEIAC.2013.6560156
Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429–439. https://doi.org/10.1080/09588221.2010.520673 DOI: https://doi.org/10.1080/09588221.2010.520673
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st Century Skills: A Review of Recent Research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023 DOI: https://doi.org/10.1016/j.chb.2016.05.023
Rankin, Y. A., Morrison, D., McNeal, M., Gooch, B., & Shute, M. W. (2009). Time will tell. Proceedings of the 4th International Conference on Foundations of Digital Games, 161–168. https://doi.org/10.1145/1536513.1536546 DOI: https://doi.org/10.1145/1536513.1536546
Richards, J. C., & Renandya, W. A. (2002). Methodology in Language Teaching. Cambridge University Press. DOI: https://doi.org/10.1017/CBO9780511667190
Rohmatillah, R. (2014). A Study on Students’ Difficulties in Learning Vocabulary.
Sainio. (2022). Effects of Graphical Style and Location on Video Game Art. Niversity of Turkey in Computing, 65.
Saxena, A., & Yadav, R. D. (2013). Impact of Mobile Technology on Libraries: a Descriptive Study. International Journal of Digital Library Services, 3(4), 1–58. http://www.ijodls.in/uploads/3/6/0/3/3603729/vol-3_issue-4_part-1.pdf
Seventilofa, I. G. N. (2022). How Genshin Impact Online Game Impacts Players’ English Skills. Ganec Swara. DOI: https://doi.org/10.35327/gara.v16i1.281
Sudiran, E. P. (2014). The implementation of Media in Teaching English for Young Learners (EYL). A Journal of Culture, English Language Teaching, Literature & Linguistics.
Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG‐based instruction in elementary English education in Korea. Journal of Computer Assisted Learning, 26(5), 370–378. https://doi.org/10.1111/j.1365-2729.2010.00353.x DOI: https://doi.org/10.1111/j.1365-2729.2010.00353.x
Sung, H.-Y., Hwang, G.-J., Lin, C.-J., & Hong, T.-W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students’ motivation and conception of learning. Computers & Education, 110, 143–153. https://doi.org/10.1016/j.compedu.2017.03.014 DOI: https://doi.org/10.1016/j.compedu.2017.03.014
Tang, T., Vezzani, V., & Eriksson, V. (2020). Developing Critical Thinking, Collective Creativity Skills and Problem-Solving through Playful Design Jams. Thinking Skills and Creativity, 37, 100696. https://doi.org/10.1016/j.tsc.2020.100696 DOI: https://doi.org/10.1016/j.tsc.2020.100696
Yudintseva, A. (2015). Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review. Open Journal of Social Sciences, 03(10), 101–109. https://doi.org/10.4236/jss.2015.310015 DOI: https://doi.org/10.4236/jss.2015.310015
Downloads
Published
How to Cite
License
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
License and Copyright Agreement
Authors who publish with Onoma Journal: Education, Languages??, and Literature agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution License (CC BY 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.