ARTICLE
TITLE

Playing games during pandemic, why not? The IDLE upon students’ efficacy and vocabulary

SUMMARY

Advancements in the current era and challenges during the pandemic have given rise to an urgency for education practitioners and academicians to turn to informal learning outside the classroom. This is also the case with learners of English as a Foreign Language (EFL), who need to practise the language on an ongoing basis. For this purpose, they utilise the activity of digital gaming as a form of Informal Digital Learning of English (IDLE). This research examines the self-efficacy in learning English (as affective domain) and vocabulary mastery (as cognitive domain) of students with digital gaming experience within the IDLE framework. This sequential qualitative dominant mixed-method research involved 10 respondents out of 244 students with digital gaming experience. The data were collected by using a questionnaire, interview sessions, and receptive-productive vocabulary tests. The collected data were analysed according to Bandura’s Personal Agency (1989) and Raoofi’s (2012) study on self-efficacy, using descriptive statistics for vocabulary mastery, and Kallio et al.’s (2011) InSoGa model for measuring the degree of digital gaming. It was found that students with a medium and heavy degree of playtime or gaming experience had self-efficacy and good receptive-productive vocabulary mastery. The results also showed that efficacy degrees may vary, and students’ receptive test scores were always higher than or the same as their productive test scores. The findings showed IDLE-digital gaming could sustain in-class teaching through out-of-class learning. Thus, it implies that this research supports the IDLE-digital gaming application within an academic context.

 Articles related

Nur Hafidz,Siti Zubaedah,Zainal Arifin Ahmad,Perdana Pashela    

Play and gamesfor children are activities done by children with joy and pleasure. Children's play and games are perform by children in early childhood educational institutions. Play and games become children’s habit in daily activities, either intentiona... see more


Fathor Rozi,Firdausiah Firdausiah    

This study aims to analyze and examine the application of role-playing games in overcoming introverted children in early childhood at RA Uswatun Hasanah, Maron, Probolinggo. This research uses a qualitative approach, while the type of research uses case ... see more


Jessica Hammer, Moyra Turkington    

Role-playing games offer powerful opportunities for players to engage with history, such as allowing players to fictionally situate themselves in a historical period. When it comes to the Holocaust, however, games face serious issues such as the potentia... see more


Majed Awad Al-Anazi    

Recently, many electronic games that simulate practical reality in the form of a virtual world, accompanied by loud sounds, various shapes, color pictures, tools and auxiliary techniques, which include in its steps and stages, encourage players to commit... see more


Muhammad Najmussaqib Diya Alhaq,Nur Arifah Drajati,Agus Wijayanto    

The purpose of this research is to examine the challenges faced by the learner and the activities they undertake concerning informal digital learning of English (IDLE) implementation in the English as foreign language (EFL) context. The impact of the COV... see more