FAIZAL, ADE MUHAMAD (2024) THE USE OF THE ONLINE GAME “GENSHIN IMPACT” ON LEARNING VOCABULARY: A NARRATIVE INQUIRY. Sarjana thesis, Universitas Siliwangi.
Text
1. COVER.pdf Download (132kB) |
|
Text
2. LEMBAR PERSETUJUAN.pdf Download (355kB) |
|
Text
3. LEMBAR PENGESAHAN.pdf Download (264kB) |
|
Text
4. LEMBAR PERNYATAAN.pdf Download (142kB) |
|
Text
5. ABSTRAK.pdf Download (134kB) |
|
Text
6. KATA PENGANTAR (2).pdf Download (130kB) |
|
Text
7. UCAPAN TERIMAKASIH.pdf Download (131kB) |
|
Text
8. DAFTAR ISI.pdf Download (13kB) |
|
Text
9. DAFTAR TABEL.pdf Download (3kB) |
|
Text
10. DAFTAR GAMBAR.pdf Download (4kB) |
|
Text
11. DAFTAR LAMPIRAN.pdf Download (4kB) |
|
Text
12. BAB I.pdf Download (81kB) |
|
Text
13. BAB II.pdf Download (97kB) |
|
Text
14. BAB III.pdf Download (85kB) |
|
Text
15. BAB IV.pdf Restricted to Repository staff only Download (514kB) |
|
Text
16. BAB V.pdf Restricted to Repository staff only Download (69kB) |
|
Text
17. DAFTAR PUSTAKA.pdf Download (151kB) |
|
Text
18. LAMPIRAN.pdf Restricted to Repository staff only Download (487kB) |
Abstract
Vocabulary is the foundation for learning a language. However, there are some obstacles to learning vocabulary. Some of the factors that affect it are forgetfulness and boredom. Currently, technology can be utilized for various things, including learning. One of the technologies reviewed in this study is the online game “Genshin Impact. Therefore, this study aims to identify whether the role of Genshin Impact can contribute to learning English vocabulary. This research uses a qualitative paradigm with a narrative inquiry method. Data was collected through semi-structured interviews and then analyzed using narrative analysis. The findings show that Genshin Impact's role acts as an assistive medium in learning English vocabulary by providing visuals that increase learning motivation and features that support various learning strategies. This shows that Genshin Impact's contribution to learning English vocabulary can be considered potentially helping to increase the effectiveness of learning English vocabulary from the strategies and features used. Further research can use different research methods with a larger number of participants. In addition, research can explore other online games or the application of digital media in the academic domain to see if there are differences in the effectiveness of the learning media used. Keywords: vocabulary learning, online game, genshin impact, narrative inquiry
Item Type: | Thesis (Sarjana) |
---|---|
Subjects: | P Language and Literature > PE English |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa Inggris |
Depositing User: | Rema Puri Irma Sri Katon |
Date Deposited: | 05 Sep 2024 07:42 |
Last Modified: | 05 Sep 2024 07:42 |
URI: | http://repositori.unsil.ac.id/id/eprint/14138 |
Actions (login required)
View Item |