Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)

Exploring EFL Students’ Gaming Experience in Acquiring Second Language Vocabulary

Authors
Resna Suci Nurfalah
Corresponding Author
Resna Suci Nurfalah
Available Online 9 April 2020.
DOI
10.2991/assehr.k.200406.034How to use a DOI?
Keywords
EFL students, gaming experience, L2 vocabulary acquisition, video games
Abstract

How students acquire a second language (L2) has been varied due to the development of information and communications technology (ICT). Different digital technologies, especially video games, which are used to assist students in acquiring language have been examined by researchers. However, studies exploring EFL students’ gaming experience in acquiring a second language (L2) vocabulary is sparsely investigated. For that reason, this study aims at exploring how EFL students’ gaming experience assists the students in acquiring their second language (L2) vocabulary. The data of this study were gained from EFL students’ experience. Four EFL students were interviewed, and the data from the interview were analyzed through thematic analysis. Several of the initial questions given to the EFL students were used to stimulate the students to begin to tell their experience in playing games. Then, other questions were delivered to explore more about the story that the students have already told. The results of this study indicated that the games, particularly online games, have the potential to assist EFL students in acquiring second language (L2) vocabulary. Several principal reasons related to how games assist the students in acquiring new vocabulary emerged in this study. Pedagogically, this study contributes to the strategy of vocabulary teaching and learning which hopefully can be beneficial for EFL students and teachers.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
9 April 2020
ISBN
10.2991/assehr.k.200406.034
ISSN
2352-5398
DOI
10.2991/assehr.k.200406.034How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Resna Suci Nurfalah
PY  - 2020
DA  - 2020/04/09
TI  - Exploring EFL Students’ Gaming Experience in Acquiring Second Language Vocabulary
BT  - Proceedings of the Twelfth Conference on Applied Linguistics (CONAPLIN 2019)
PB  - Atlantis Press
SP  - 171
EP  - 175
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200406.034
DO  - 10.2991/assehr.k.200406.034
ID  - Nurfalah2020
ER  -