The Analysis of “Anak Pintar Seri English? No Problem!” For English Language Learning

Rika Hendryani

Abstract


The present study is aimed to find out the extent to which Anak Pintar seri English? No Problem! meet the 10 principles for designing video games for foreign learning proposed by Purushotma, Thorne, and Wheatley (2009). This study is a qualitative research that took the writers approximately 5 hours to play. The findings of this study show that Anak Pintar seri English? No Problem! matches 5 principles, for example, the principles of “content organized around tasks” and “metalinguistic descriptions and terminology presented as a supporting material”. The result of this study hopefully would be beneficial to the studies of video games for foreign language learning and for those that wish to evaluate or use video games as a learning tool.


Keywords


video games; language learning; EFL

Full Text:

PDF

References


Akal EduMovie. (2012, February 7). Belajar Bahasa Inggris bersama Anak Pintar - English? No Problem! [Video File]. Retrieved February 7, 2017 from https://www.youtube.com/watch?v=myS3aqBFNa4

Akal Interaktif. (2017). Anak Pintar seri English? No Problem! CD [Online image]. Retrieved June 26, 2017 from http://beranda-anak.com/anak-pintar/57-english-no-problem-.html

Nishimura, K. (2000). Effective ways of communicative instruction in the Japanese EFL classroom : Balancing fluency and accuracy. Retrieved February 21, 2017, from http://files.eric.ed.gov/fulltext/ED442297.pdf

Purushotma, R., Thorne, S.L., & Wheatley, J. (2008). 10 key principles for designing video games for foreign language learning. Retrieved 10 January, 2017 from http://pdxscholar.library.pdx.edu/cgi/viewcontent.cgi?article=1008&context=wll_fac




DOI: https://doi.org/10.9744/katakita.5.3.107-112

Refbacks

  • There are currently no refbacks.


Supported by

 

Indexed by



Statistic Installed since 17 December 2018
View My Stats