The impact of the walking dead video game on students' reading comprehension on narrative text

Authors

  • Muhammad Husnun Nadhif Universitas Negeri Surabaya

DOI:

https://doi.org/10.33474/j-reall.v2i2.11324

Keywords:

video games, reading comprehension, narrative text

Abstract

With the development of technology every time, the development of media for learning is also overgrowing. Many new media are popping up especially digital-based media, ranging from images, audio, and video. All of that media has been widely used by teachers to get students excited about what they will learn in class. However, the longer these media feel boring for students, the teachers also have to twist their brains to find new media, one of which is video games. Several studies have looked into the influence of adventure video games on learning English; however, few studies have looked into the effect of adventure games on learning English. This study aimed to see how video games affected students' reading comprehension of narrative text. The study consisted of 50 students from SMA Negeri 1 Kebomas Gresik in tenth grade. X-IPS 1 and X-IPS 2 were the class examples. The impact of video games can be reflected in the multiple-choice scores of students. The author used a quantitative procedure and quasi-experimental design as the analysis methodology with a purposive sampling approach. A multiple-choice test was used as the testing tool. The findings in this study explain that video games do not significantly impact students but only increase the motivation of students to learn and entertain students only

Author Biography

Muhammad Husnun Nadhif, Universitas Negeri Surabaya

 

 

References

Bacalja, A. (2018). What Critical Literacy Has to Offer the Study of Video Games. Australian Journal of Language and Literacy, 41(3), 155.

Barr, M. (2018). Student attitudes to games-based skills development: Learning from video games in higher education. Computers in Human Behavior, 80, 283-294. https://doi.org/10.1016/j.chb.2017.11.030

Butler, Y. G. (2015). The use of computer games as foreign language learning tasks for digital natives. System, 54, 91-102. https://doi.org/10.1016/j.system.2014.10.010

Chen, H. J. H., & Yang, T. Y. C. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive Learning Environments, 21(2), 129-141. https://doi.org/10.1080/10494820.2012.705851

Chu, PH. and Chang, Y. (2017). John W, Creswell, Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. Journal of Social and Administrative Sciences, 4(June), 3-5.

Connolly, T., Standfield, M., & Boyle, L. (n.d.). Games-Based Learning Advancements for Mult - Thomas Connolly.

Costikyan, G. (2002). I Have No Words but I Must Design: Toward a Critical Vocabulary for Games. Computer Games and Digital Cultures Conference, 9-33. Retrieved from http://scholar.google.com/scholar?hl=en&btnG=Search&q=intitle:I+Have+No+Words+&+I+Must+Design+:+Toward+a+Critical+Vocabulary+for+Games#0%5Cnhttp://andrey.savelyev.2009.homepage.auditory.ru/2006/Ivan.Ignatyev/DiGRA/I Have No Words & I Must Design_Toward a

Djaouti, D., Alvarez, J., Jessel, J.-P., Methel, G., & Molinier, P. (2008). A Gameplay Definition through Videogame Classification. International Journal of Computer Games Technology, 2008, 1-7. https://doi.org/10.1155/2008/470350

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. https://doi.org/10.1016/j.chb.2015.07.045

Healy, C. (2002). Reading: What the Experts Say. Parent Educational Advocacy Training, 1-3.

Maciejewski, M. L. (2020). Quasi-experimental design. Biostatistics and Epidemiology, 4(1), 38-47. https://doi.org/10.1080/24709360.2018.1477468

Mayer, R. E. (2019). Computer Games in Education. Annual Review of Psychology, 70(1), 531-549. https://doi.org/10.1146/annurev-psych-010418-102744

Parsayi, F., & Soyoof, A. (2018). Video games: The interface between langugae learning and storytelling. International Journal of Pedagogies & Learning, 13(2), 103-118.

Permatasari, D. (2013). English Language Teaching Forum The Use of Video as a Medium to Improve Students' Ability in Writing Narrative. English Language Teaching Forum, 2(1), 1-11.

Ranalli, J. (2008). Learning English with the Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455. https://doi.org/10.1080/09588220802447859

Reinders, H. (2012). Digital Games in Language Learning and Teaching. In Digital Games in Language Learning and Teaching. https://doi.org/10.1057/9781137005267

Reinhardt, J., & Sykes, J. M. (2014). Digital game and play activity in L2 teaching and learning. Language Learning and Technology, 18(2), 2-8.

Stenros, J. (2017). The Game Definition Game: A Review. Games and Culture, 12(6), 499-520. https://doi.org/10.1177/1555412016655679

Downloads

Published

2021-07-09

How to Cite

Nadhif, M. H. (2021). The impact of the walking dead video game on students’ reading comprehension on narrative text. Journal of Research on English and Language Learning (J-REaLL), 2(2), 125–131. https://doi.org/10.33474/j-reall.v2i2.11324