The Role of Modern Gaming Console in Language Learning (The Case Study of Biohazard Zero and Command & Conquer)

Penulis

  • Theodore Alexander Atmaja English Study Program, Faculty of Economics and Business University of Widya Dharma Pontianak, Indonesia
  • Udur Delima Sibatuara English Study Program, Faculty of Economics and Business University of Widya Dharma Pontianak, Indonesia

Abstrak

Gamification delivery is thought to improve and support multimedia teaching. Teaching with multimedia goes beyond simply utilizing already-in-use tools like PCs and the prepared program. Gamification is chosen to be integrated with multimedia teaching because it may improve and assist the teaching and learning environment in addition to acting as an icebreaker.

The case study of Biohazard Zero and Command & Conquer in providing the atmosphere of language learning is used in the research to identify the role of contemporary gaming consoles in language learning. The information was gathered through the gaming of 22 students in two different games. By recording student gaming and administering questionnaires to them to gauge gameplay and game aspects, the research data was gathered. Statistical analysis was used to examine the research's data.

The first data obtained from the challenging aspect of different games resulted in 55% of students selecting Command & Conquer as the best game for delivering challenge. The second set of data, interactive captions resulted in 81.82% for Biohazard Zero. For grammatical elements, Biohazard Zero resulted in 68.18% as the most mixed grammar composition in the obtained files. Educational results resulted in 81.82% for Command & Conquer. The results can be significant because the game itself contains other aspects than language teaching. The best game recommended for replay purposes was Command & Conquer, which resulted in 77%. The game's ability to generate a desire to win is the reason why it is recommended for replay purposes.

Diterbitkan

2023-07-31

Terbitan

Bagian

Articles