{"title":"“安全通道”:探索dota2玩家偶然词汇学习的经验","authors":"Arvega Rachmad, S. Adi, D. P. Ratri","doi":"10.20961/ijie.v6i1.58409","DOIUrl":null,"url":null,"abstract":"Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"“SECURE LANE”: EXPLORING DOTA 2 PLAYERS’ EXPERIENCE ON THEIR INCIDENTAL VOCABULARY LEARNING\",\"authors\":\"Arvega Rachmad, S. Adi, D. P. Ratri\",\"doi\":\"10.20961/ijie.v6i1.58409\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.\",\"PeriodicalId\":273558,\"journal\":{\"name\":\"IJIE (Indonesian Journal of Informatics Education)\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IJIE (Indonesian Journal of Informatics Education)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20961/ijie.v6i1.58409\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJIE (Indonesian Journal of Informatics Education)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20961/ijie.v6i1.58409","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
词汇是语言的关键,人们需要对词汇进行加工,以理解词汇的含义。词汇的学习不仅仅可以从课堂互动中获得。它可以在课堂外通过各种媒体来完成,其中一种是用英语开发的电子游戏。在课堂外的活动中学习英语,如玩电子游戏,可以获得附带词汇,这与学习者与目标语言(英语)的重复互动有关。DoTA 2是一款很受学生欢迎的电子游戏,因为它不仅为玩家提供了愉快的体验,而且还允许他们通过使用英语相互交流。本调查研究旨在找出玩家玩DoTA 2的强度与词汇量之间的关系。数据来自印度尼西亚一所州立大学的100名玩Dota 2的学生,通过分发Cabraja(2016)的问卷来获得玩家的观点,并通过Schmitt ' s Vocabulary Levels Test (VLT)来了解玩家的词汇水平。研究结果显示,经常玩《DoTA 2》的参与者在词汇水平测试中的得分高于不经常玩《DoTA 2》的参与者。根据他们的经验,得分较高的参与者在使用英语与其他玩家交流时更有信心。研究表明,玩电子游戏《DoTA 2》对玩家/学生的意外词汇习得有显著影响,并且在学习英语时减少了令人生畏的体验。
“SECURE LANE”: EXPLORING DOTA 2 PLAYERS’ EXPERIENCE ON THEIR INCIDENTAL VOCABULARY LEARNING
Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.