SOSIALISASI PENINGKATAN KEMAMPUAN BAHASA INGGRIS MELALUI PERMAINAN ONLINE

Authors

  • Nurhaida Lakuana Universitas Muhammadiyah Luwuk
  • Desrin Lebagi Universitas Tadulako
  • Dwi Wahyu Dermawan Universitas Muhammadiyah Luwuk

DOI:

https://doi.org/10.55681/ejoin.v2i1.2177

Abstract

Online games are a form of game played over the internet network. Players can connect with other players from various geographic locations to interact and compete virtually. The aim of this research is to socialize online games to improve the English language skills of SMP Cokroaminoto Luwuk students. By applying interview techniques and summarizing the results of video recordings, it can be concluded that online games have a significant impact in improving English language skills. The effect is manifested in students' ability to learn and practice English language skills, including speaking, reading, listening, and writing skills. Therefore, games become an effective means of learning and developing English language skills for participants, helping them increase their proficiency in the language.

Downloads

Download data is not yet available.

References

Demarest, J., Hull, R., Schonenberg, K. T., & Janssens, K. G. F. (2000). Nanoscale characterization of stresses in semiconductor devices by quantitative electron diffraction. Applied Physics Letters, 77(3). https://doi.org/10.1063/1.126993

DM Eberhard, GF Simons, C. F. (2020). What are the top 200 most spoken languages? | Ethnologue. Ethnologue.

Khrongsakun, C. (2020). Learning English Vocabulary through Non-educational Online Games. ThaiTESOL Proceedings 2020, February.

Kuzmanović, I., & Truhar, N. (2013). Sherman-Morrison-Woodbury formula for Sylvester and T -Sylvester equations with applications. International Journal of Computer Mathematics, 90(2). https://doi.org/10.1080/00207160.2012.716154

Pérez Cortés, L. E., & Kessner, T. M. (2023). The Future of Games Scholarship: An Interview With James Paul Gee. Games and Culture, 18(7). https://doi.org/10.1177/15554120221149277

Setya Mustafa, P., Gusdiyanto, H., Victoria, A., Kukuh Masgumelar, N., Dyah Lestariningsih, N., Maslacha, H., Ardiyanto, D., Arya Hutama, H., Jerison Boru, M., Fachrozi, I., Isaci Selestiano Rodriquez, E., Bayu Prasetyo, T., & Romadhana, S. (2020). Metodologi Penelitian Kualitatif, Kuantitatif, Penelitian Tindakan Kelas dalam Pendidikan Olahraga. Universitas Negeri Malang.

Statista. (2021). Video Games - Indonesia | Statista Market Forecast. Statista.

Downloads

Published

2024-01-21