Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills

https://doi.org/10.30605/onoma.v10i1.3278

Authors

  • Rizka Rahma Nuriyah UIN Syarif Hidayatulah Jakarta
  • Aqila Thahira Sisfiamuhsha Universitas Islam Negeri Syarif Hidayatullah Jakarta
  • Indira Marja Aulia Universitas Islam Negeri Syarif Hidayatullah Jakarta
  • Fahriany Universitas Islam Negeri Syarif Hidayatullah Jakarta

Keywords:

Vocabulary, Media, Online Game, Genshin Impact

Abstract

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

Download data is not yet available.

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

Published

2024-02-21

How to Cite

Rahma Nuriyah, R., Thahira Sisfiamuhsha, A., Marja Aulia, I., & Fahriany. (2024). Students’ Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills. Jurnal Onoma: Pendidikan, Bahasa, Dan Sastra, 10(1), 970–976. https://doi.org/10.30605/onoma.v10i1.3278

Issue

Section

Articles

Categories