L2 Acquisition Portrayed through the Use of Way Ahead Game by Children in Learning Basic English

Angga Apresa Nuryasin

Abstract


This research investigates how students learn Basic English by using Way Ahead game. This study was conducted to identify how effective the use of educational game in acquiring L2 is. Qualitative study was used by the researcher as the research method. The data were collected through conducting several interviews and exploring library study. The case study involved 4 elementary school students as the participants. The background of the research on the role of game in learning L2 is based on Fuscard (2001) and Boyle (2011). The findings of this research are 4 most important roles of game implementation in learning process: (1) pedagogical device, (2) creative ice breakers, (3) engaging students, (4) helping students retain salient points in our teaching. The purpose of the research is to give information over the portrayal of using educational games in learning which is expected to give practical use in teaching Basic English to children as their L2 acquisition.

Key Words: L2 acquisition, basic English, Way Ahead game

Full Text:

PDF

References


Al-Masri, A., Al-Najar, M. 2014. The effect of using word games on primary stage students achievements in English language vocabulary in Jordan. American International Journal of Contemporary Research Vol. 4, No. 9, pp. 144-152.

Anderson, J. (1983). Cognitive Psychology and Its Implications (2nd ed). New York: Freeman.

Buckingham, J. 2014. Open Digital badges for the uninitiated. The Electronic Journal for English as a Second Language Vol. 18, pp. 1-11.

Boyle, Susan. 2011. Teaching Toolkit: An Introduction to Games Based Learning. Republic of Ireland: UCD Dublin.

Blackwell, L. S., Trzesniewski, K. H., & Dweck, C. S. 2007. Implicit theories of intelligence predict achievement across an adolescent transition: A longitudinal study and an intervention. Child Development Vol. 78, pp. 246–263.

Brown, H. D. 2002. Principles of Language Learning and Teaching. White Plains, NY: Longman.

Cam, L., Tran, T. 2017. An Evaluation of using Games in Teaching English Grammar for First Year English Majored Students at Dong Nai Technology University. International Journal of Learning, Teaching and Educational Research Vol. 16, No. 7, pp. 55-71.

Figueroa-Flores, J. F. 2015. Using Gamification to Enhance Second Language Learning. Digital Education Review No. 27, pp. 32-54.

Gardener, R., Lambert, W. 1972. Attitudes and Motivation in Second Language Learning. Rowley, MA: Newbury House Publishers.

Gass, Susan M, and Selinker, Larry. 2008. Second language Acquisition: An Introductory Course. New York: Routledge

Gomez, Tiago. 2015. Computer Game Studies: Research and Educational Design. Universidade Federal de Minas Gerais: Brazil.

Granic, Isabela. 2013. The Benefits of Playing Video Games. Radboud University Nijmegen: American Psychologist Association.

Haystead, M. W., & Marzano, R. J. 2009. Meta-Analytic Synthesis of Studies Conducted at Marzano Research Laboratory on Instructional Strategies. Englewood, CO: Marzano Research Laboratory.

Holt R., Hocking L., “Way Ahead: A Foundation Course in English”, Macmillan Education, vol. 2, pp.1-3.

Howard, Michael. 2015. Distracted by Technology: Focusing Attention on Homework. Needham, MA: BeyondBook Smart.

Krashen S., Long, M. and Scarcella, R. 1979. Age, rate and eventual attainment in second language acquisition. TESOL Quarterly Vol. 13, pp. 573–82

Little, David. 2001. Learning English as a Second Language: Acquisition and Instruction. Republic of Ireland: Integrate Ireland Language & Training.

Mubaslat, Mania Moayad. 2012. The Effect of Using Educational Games on the Students’ Achievement in English Language for the Primary Stage. Jordan: Amman

Piaget, J. 1962. Play, Dreams and Imitation. New York: Norton.

Putra, Meizi Nur. 2015. Indonesian’s Problems in Learning English. Jakarta: Collaborative Research.

Taylor, B. 1983. Teaching ESL: Incorporating a communicative, student centered component. TESOL Quarterly Vol. 17, pp. 69-88.

Qvortrup, Ane. 2016. On the Definition of Learning. Denmark: University Press of Southern Denmark.




DOI: https://doi.org/10.33365/ts.v16i2.142

Refbacks

  • There are currently no refbacks.


Copyright (c) 2018 TEKNOSASTIK




Teknosastik: Jurnal Bahasa dan Sastra
Publisher
: Universitas Teknokrat Indonesia
Address: Zainal Abidin Pagaralam Street 9-11, Bandar Lampung, Indonesia
Website: https://ejurnal.teknokrat.ac.id/index.php/teknosastik/index

Creative Commons License

Creative Commons Attribution-ShareAlike 4.0 International License