In a couple of years, massively multiplayer online role-playing game (MMORPG) previous works reported various informal digital learning of English (IDLE) activities within and around video games that could enhance student-gamer vocabulary outcomes; receptive and productive language skills; and language socialization. The lack of multidisciplinary literature reviews between IDLE and language policy (LP) gives this study to open discussion on both areas. The urgency of this study is the high adoption of IDLE framework without considering LP where the reason for student’s engagement from MMORPG activities can be explained. This study aims to portray IDLE practitioner's activities in MMORPG from language management, beliefs, and practices. Following the long-term process, the data were generated from auto-ethnography and photo-elicitation that were taken from in-game and out-of-game activities. This article found three major findings. First, the management of MMORPG provoked gamers to communicate as a part of the game mission, and the guild could potentially develop top-down and bottom-up LP. Second, the value of language in the community played role in the decision-making language use from the negotiation process. Third, English and Mandarin dominated language practices from different interlocutors in various forms such as language in MMORPG’s context, code mixing, and abbreviation from multilingual sides giving various reading texts in contexts. The high status of English is still dominated by out-of-game language practices. There are two major implications in theory and praxis that would be discussed in this study.Keywords: Auto-ethnography, IDLE, language policy, MMORPG, and multilingual environment
The researcher conducted the study to increase the students' speaking skills through Android application, video, and PowerPoint Presentation in teaching British Parliamentary Debate. This study answers two questions (1) How is the implementation of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2? (2) To what extent is the improvement of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2 to improve the students' speaking skills?. The research design of this study was Classroom Action Research. It had three cycles. Each cycle consisted of planning, acting, observing, and reflecting. From the study, the researcher could conclude that the implementation of the study improved gradually from cycle 1, cycle 2, and cycle 3. The improvement of the study was showed when the researcher conducted cycle 3. The result of the t-test of cycle 3 was 2.56. Before the impact has not seen by the researcher in the cycle 1 and cycle 2, the result of the t-test of cycle 1 and 2 was 1. The passing grade was 72, and the target of the passing grade was 85%. The result of the post-test of cycle 3 was 90.91% from students. They passed the passing grade. The passing grade of cycle 3 was over the target, so the researcher stopped the study. Thus, instruments proved that it could improve the students' speaking skills.
The researcher conducted the study to increase the students’ speaking skills through Android application, video, and PowerPoint Presentation in teaching British Parliamentary Debate. This study answers two questions (1) How is the implementation of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2? (2) To what extent is the improvement of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2 to improve the students’ speaking skills?. The research design of this study was Classroom Action Research. It had three cycles. Each cycle consisted of planning, acting, observing, and reflecting. From the study, the researcher could conclude that the implementation of the study improved gradually from cycle 1, cycle 2, and cycle 3. The improvement of the study was showed when the researcher conducted cycle 3. The result of the t-test of cycle 3 was 2.56. Before the impact has not seen by the researcher in the cycle 1 and cycle 2, the result of the t-test of cycle 1 and 2 was 1. The passing grade was 72, and the target of the passing grade was 85%. The result of the post-test of cycle 3 was 90.91% from students. They passed the passing grade. The passing grade of cycle 3 was over the target, so the researcher stopped the study. Thus, instruments proved that it could improve the students’ speaking skills.
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