HOW GENSHIN IMPACT ONLINE GAME IMPACTS PLAYER’S ENGLISH SKILL

I GUSTI NGURAH OCTOVA SEVENTILOFA

Abstract


This study is qualitative research that aims to determine the effect of the game Genshin Impact on the English skills of the players. The ability referred to in this study is limited to the ability to write and read. Correspondents in this study were 20 players of the Genshin Impact game between the ages of 16 – 36 years consisting of 19 male players and 1 female player. The method of data collection was done by using a closed interview method. Then, the information collected will then be analyzed in depth and detail using a grounded theory approach to see the relationship between playing Genshin Impact and the players' English (reading and writing) abilities. The results of this study are true that Genshin Impact has an influence on the English skills of the players although it is not significant

Keywords


game online, Genshin Impact, English skill

Full Text:

PDF

References


Alam, M. F. (2010). Pengertian Game Online dan Sejarahnya. Pustaka Setia: Bandung. Page 13

Al-Munajjid, S.M. (2016). Bahaya Game. Aqwam Medika: Jakarta. Page 12

Amirullah, H. (2003). Alat Evaluasi Keterampilan: Jurnal Nasional Pendidikan Jasmani dan Ilmu Keolahragaan. Jakarta: Depdiknas.

Daymon, C. and Holloway, I. (2008). Metode-Metode Riset Kualitatif dalam Public Relation dan Marketing Cummunication.

Dunnette, Peter F. (1976). Pengertian Keterampilan (online). http:/// jurnal ekonomi.kompasiana.com/manajemen/2011/05/26/penelitian- dan pengembangan-sumber-daya-manusia.html

Hermawan, A. (2009). Hiburan Dunia Maya.Pustaka Setia: Bandung. Page 20

Kautsar. 2019. Pengaruh Game Online Terhadap Prestasi Akademik Peserta Didik Di Man 3 Aceh Besar. Pdf

Poetoe. (2012). Dampak Game Online Terhadap Psikologis Anak. Edisi 3. Jakarta: Balai Pustaka.

Sugiyono. (2012). Metode Penelitian Pendidikan. Alfabeta: Bandung. Page 8

Sugiyono. (2014). Metode Penelitian Kuantitatif, Kualitatif, dan Kombinasi (Mixed Method). Bandung: Alfabeta.

Widiastuti, S. and Muktiani, N.R. (2010). Peningkatan Motivasi dan Keterampilan Menggiring Bola Dalam Pembelajaran Sepakbola Melalui Kucing Tikus Pada Siswa Kelas 4 SD Glagahombo 2 Tempel. Jurnal Pendidikan Jasmani Indonesia. Volume 7 Nomor 1. Hlm. 47-59

Yee, N. (2002). Understanding MMORPG Addiction. Ariadne, pg. 1-16




DOI: https://doi.org/10.35327/gara.v16i1.281

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 GANEC SWARA

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

TERINDEKS

 

 

 

 

 

 

 


_______________________________

Ganec Swara

Published by UNMAS Denpasar K. Mataram |
Email: ganecswara@gmail com; aminullahmtk@gmail.com

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

    
Stat Pengunjung GARA