Learning English Literacy through Video Games: A Multimodal Perspective

T. Sinar, T. Zein, Balazs Huszka, Muhammad Yusuf, Puan Maharani, Dedi Sanjaya
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Abstract

Multimodal analysis in learning English literacy is meant to be an eye-opener for future research related to video games as didactic tools as they are comparatively less studied, although there has been rapid growth in the multimedia industry in the past decades. The data in the present study were taken from three different video game genres: Role Playing Game (RPG), Multiplayer Online Battle Arena (MOBA), and FPS (First Person Shooter), with two different titles for each genre. The data examined in this study were elements of composition and ten student game players. The compositional features in the collected data from the respective footage of the video games were based on a visual grammar by Kress and Leeuwen (2006) This research utilized the interactive model of qualitative data analysis by Miles, Huberman, and Saldana (2014) in analyzing the compositional features. It consists of three parts: data condensation, data display, and drawing and verifying conclusion. After analyzing the composition, the players were interviewed to gather the vocabulary learned through the process of playing the games. This study found that in terms of composition features: 37 elements of information values, 37 saliences, and 36 framings. It can be concluded that these genres own more maximum disconnection framing than maximum connection. However, these students categorized fighting genre and shooting genre elements without centered information value. The implications of the study towards learning the English language are: in the first place, video games can be one the useful media to teach students reading and speaking literacy skills, especially vocabulary and historical knowledge. Secondly, these games help the players acquire the English language subconsciously and make them enjoy the learning process.
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通过电子游戏学习英语读写能力:多模式视角
尽管过去几十年来多媒体产业发展迅速,但对电子游戏作为教学工具的研究却相对较少,因此,对英语读写学习中的多模态分析意在为今后的相关研究开阔视野。本研究的数据来自三种不同类型的视频游戏:角色扮演游戏(RPG)、多人在线竞技游戏(MOBA)和第一人称射击游戏(FPS),每种类型有两款不同的游戏。本研究考察的数据是构成元素和十名学生游戏玩家。收集到的视频游戏片段数据中的构图特征是基于 Kress 和 Leeuwen(2006 年)的视觉语法,本研究利用 Miles、Huberman 和 Saldana(2014 年)的定性数据分析互动模型来分析构图特征。它由三个部分组成:数据浓缩、数据展示以及得出并验证结论。在对构词进行分析后,对玩家进行了访谈,以收集他们在游戏过程中学到的词汇。本研究发现,在作文特点方面:信息价值要素 37 个,突出要素 37 个,框架要素 36 个。可以得出的结论是,这些体裁拥有的最大断开构词法多于最大连接构词法。然而,这些学生将战斗体裁和射击体裁元素归类为没有信息价值中心的体裁。本研究对英语学习的启示是:首先,电子游戏可以成为教授学生阅读和口语读写能力的有用媒体之一,尤其是词汇和历史知识。其次,这些游戏有助于玩家在潜移默化中掌握英语语言,并使他们享受学习过程。
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