Digital Gaming and Incidental Learning of English: Students’ Perspective
Abstract
The existence of digital games can provide challenges and benefits. This study
explores students’ perception on the benefits of playing games for incidental
English as a Foreign Language (EFL) learning. The main focus is on EFL learning
that is unintentionally acquired from digital games used in non-classroom or
independent settings. Three high school students participated in in-depth interviews
using a descriptive qualitative approach to explore their perceptions how digital
games contributes to the unplanned acquisition of English language skills
particularly listening, speaking, reading, and writing. The interview results were
transcribed and then analyzed based on incidental learning outside classroom that
happened while they were playing digital games, especially in the listening,
speaking, reading and writing aspect. The results show that playing digital games
supports incidental learning of English in the listening, speaking, reading and
writing aspect. In learning listening, students got facilitated by actively listening to
and processing voice chat with other players. In terms of speaking, Roblox helps
students develop their speaking skills by actively responding to interactions through
voice chat and trying to understand what other players are saying. Writing aspects
shows the chat box feature helped them get used to writing and interacting in
English. Lastly, reading aspects shows that students are encouraged to actively read
and understand text messages from other players as they need to understand
instructions from other players. Based on research findings, digital games have
potential as powerful language learning tools, but their potential varies greatly
depending on the individual.
