THE ENHANCEMENT OF YOUNG LEARNERS
WITH HEARING DIFFICULTY OF
SLB B WIYATA DHARMA I TEMPEL
YOGYAKARTA IN ENGLISH LEARNING
WITH COMPUTERIZED EDUCATIONAL GAMES
A THESIS
Presented as Partial Fulfilment of the Requirements
to Obtain the Magister Humaniora (M.Hum) Degree in
English Language Studies
by
ANASTASIA KIKI WIDIANTARI
086332016
THE GRADUATE PROGRAM
IN ENGLISH LANGUAGE STUDIES
SANATA DHARMA UNIVERSITY
YOGYAKARTA
▸ Baca selengkapnya: pes 2017 difficulty levels
(2)i
THE ENHANCEMENT OF YOUNG LEARNERS
WITH HEARING DIFFICULTY OF
SLB B WIYATA DHARMA I TEMPEL
YOGYAKARTA IN ENGLISH LEARNING
WITH COMPUTERIZED EDUCATIONAL GAMES
A THESIS
Presented as Partial Fulfilment of the Requirements to Obtain the
Magister Humaniora (M.Hum) Degree in English Language
Studies
by
ANASTASIA KIKI WIDIANTARI
086332016
THE GRADUATE PROGRAM
IN ENGLISH LANGUAGE STUDIES
SANATA DHARMA UNIVERSITY
YOGYAKARTA
vi
ACKNOWLEDGEMENT
In this opportunity I would like to express my gratitude for those who have
supported and facilitated me accomplishing my study. First of all, I would like to
thank God for His enormous blessing, grace, and love, so I could finish my study
well.
I would like to thank Mr. F.X. Mukarto, Ph.D., the greatest advisor.
Without his attention, I would not have the chance to finish my study. His great
patience, support, and advice are very precious for me. One thing you have made
me experience is that when someone is still beside you when you have let them
down, it means that person loves you so much.
For all lecturers and staff in the English Graduate Program, I thank them for
the days they have spent during my study. They have brightened my simple life
into a firework.
I would like to thank my beloved parents, Bapak Damasus Widiatmoko –
my super hero – and Ibu Lucia Iswantari, also my sister, Keke. I thank them for
their supports, never-ending love, advice and prayer. Without their
encouragement, I could not achieve it.
I would like to thank my soul mate, Peechonk, for her patience and endless
care. Without her, I might not have the spirit in doing this thesis. I would like to
thank my cute best friend, Titin, for being my teddy bear that will be ready to hug
me during difficult times.
The most special thank is for my husband for being my hero who came at
the right time and gave me my life back. This is for the new beginning I would
like to start with you.
I also would like to thank all people that I cannot mention. I thank them
for their encouragement and prayers. All people who I mentioned really mean so
much to me. Without their support and prayers I could not reach this achievement.
Yogyakarta, January 7, 2014
vii
TABLE OF CONTENTS
page
Title Page ... i
Approval Page ... ii
Defense Approval Page ... iii
Page of Dedication ... i
Lembar Pernyataan Persetujuan Publikasi Karya Ilmiah Untuk Kepentingan Akademis ... v
Acknowledgement ... vi
Table of Contents ... vii
List of Tables... x
List of Figures ... xi
List of Abbreviations ... xii
List of Appendices ... xiii
Abstract ... xiv
Abstrak ... CHAPTER I INTRODUCTION 1.1 Rationale of the Study ... 4
1.2 Problem Limitation ... 9
1.3 Previous Related Studies ... 10
1.4 Research Question ... 16
1.5 Research Goal ... 16
1.6 Significance of the Study ... 17
CHAPTER II THEORETICAL REVIEW 2.1 Theoretical Review ... 19
2.1 English Learning ... 20
2.1.1.1 Children in Learning English Language... 20
2.1.1.2 Input, Interaction, and Negotiation of Meaning ... 23
2.1.1.2.1 Input ... 23
2.1.1.2.2 Interaction ... 25
2.1.1.2.3 Negotiation of Meaning ... 27
2.1.2 Educational Games ... 29
2.1.2.1 Definition of Educational Games ... 29
2.1.2.2 Characteristics of Educational Games ... 31
2.1.2.3 Advantages of Using Educational Games ... 33
2.2.2.4 Which Educational Game to Use ... 35 2.1.3. Computer Assisted Language Learning (CALL) ...
2.1.3.1 Definitions of CALL ... 2.1.3.2 Advantages of CALL ... 2.1.3.3 Disadvantages of CALL ... 2.1.4 Computerized Educational Games ... 2.1.4.1 What Is A Computerized Educational Game? ...
viii
2.1.4.2 Important Factors of Computerized Educational
Games ... 2.1.4.3 Types of Computerized Educational Games ... 2.1.4.4 Advantages of Using Computerized Educational
Games ... 2.1.5 Young Learners with Hearing Difficulty ...
2.1.5.1 Definitions of Young Learners ... 2.1.5.2 Definitions of Hearing Difficulty ... 2.1.5.3 Causes of Hearing Difficulty... 2.1.5.4 Classifications of Hearing Difficulty... 2.1.5.5 Communication Philosophies of Hearing Difficulty
Learners ... 2.1.5.6 Hearing Difficulty Learners and English Language ... 2.1.5.7 Teaching Young Learners with Hearing Difficulty by
Using Computer ... 2.2 The Philosophy of the Study...
2.2.1 Ignatian Pedagogical Interpretativism as the Chosen
Paradigm ... 2.2.2 Case Study Research as the Chosen Approach... 2.3 Framework of Pre-Understanding ...
CHAPTER III METHODOLOGY
3.1 Research Method ... 3.2 Nature of Data ... 3.3 Data Setting and Sources ... 3.4 Data Gathering Instruments ... 3.5 Data Collection Methods ... 3.6 Data Analysis and Representation ... 3.7 Trustworthiness ...
CHAPTER IV ANALYSIS
4.1 Data Presentation ... 4.1.1 Field Notes of Classroom Observations ... 4.1.2 Field Notes When Playing Game ... 4.1.3 Interview ... 4.2 Narrations of the Participants ...
4.2.1 Participant A ... 4.2.2 Participant B ... 4.3 Problems Encountered ... 4.4 Findings of the Study ... 117
4.4.1 Challenge ... 4.4.2 Motivation ... 4.4.3 Scaffolding ... 4.4.4 Creativity... 4.5 Discussion ...
ix
CHAPTER V CONCLUSION, PEDAGOGICAL IMPLICATIONS,
AND RECOMMENDATIONS
5.1 Conclusion ... 5.2 Pedagogical Implications ... 5.3 Recommendations ...
BIBLIOGRAPHY ...
APPENDICES ...
125 127 127
129
x
LIST OF TABLES
page
Table 2.1 Benefits of three types of interaction from three perspectives 25 Table 2.2 The General Averages of Hearing Loss Degrees 58 Table 2.3 Hearing Loss Degrees in Gaza 59 Table 2.4 Research Construct and Its Operational Definition 69 Table 3.1 Blueprint of Observation to Learners with Hearing Difficulty 79 Table 3.2 Summary of Strategies to Establish Trustworthiness 89 Table 4.1 Children With Hearing Difficulty in Classroom
(Attitude, Behavior, Experience, Opinion, and Knowledge) 91 Table 4.2 Learning English (Strategy, Motivation, Feeling, What the
Learners Acquire, and How Learners Acquire English) 92 Table 4.3 Facilities and Teaching Aids (Stationary, Workbook,
Notebook) 94
Table 4.4 School Environment (Setting of Classroom, Social
Environment Around the Classroom) 95 Table 4.5 Indicators In A Field Note When Playing Game 96 Table 4.6 Sample of the First Interview 98 Table 4.7 Sample of the Second Interview 100 Table 4.8 Participants’ Personal Information 102 Table 4.9 Emergent Themes and Sub-Themes of the Study 108 Table 4.10 The Changing Nature of the Collaboration Between Teacher
xi
LIST OF FIGURES
page
Figure 2.1 A Model for EFL Program Design for Young Learners 21 Figure 2.2 Venn Diagram Illustrating Educational Games 29
Figure 2.3 A Screenshot of Papa’s Cupcakeria 46 Figure 2.4 A Screenshot of Legacy Online 47 Figure 2.5 A Screenshot of Atlantis:The Lost Tales 48
xii
LIST OF ABBREVIATIONS
NGO : Non-Governmental Organization
SLB B : Special School (Sekolah Luar Biasa) for Learners with Hearing Difficulty
ABK B : Learners with Hearing Difficulty (Tuna Rungu) ABK C : Learners with Mental Retardation (Retardasi Mental) WHO : World Health Organization
NICHCY : National Dissemination Center for Children with Disabilities MMOML : Merc Mannual’s Online Medical Library
ASDC : Atfaluna Society for Deaf Children
xiii
LIST OF APPENDICES
page
xiv
ABSTRACT
Widiantari, Anastasia Kiki. 2014. The enhancement of young learners with
hearing difficulty of SLB B Wiyata Dharma I Tempel Yogyakarta in English learning with computerized educational games. Yogyakarta: English Language
Studies, Graduate Program, Sanata Dharma University.
English Learning is not only for normal learners, but also for those who have special needs. In this study, they are young learners with hearing difficulty. Even though their difficulty in hearing and speaking make their learning process slow, it is possible for them to learn and understand English. Thus, to support education, technological innovations are continuously improved and one of them is a computer game. The existence of many computer games nowadays commonly played by children is considered proper to support English learning since many games use English to give instructions. When the children win the game, it means they succeed in playing the game. However, it does not mean that the game is meaningful to them. In SLB B Wiyata Dharma I Tempel Yogyakarta, the learners of elementary school use computer for playing games, not for learning its functions since the subject of computer learning is for High School level.
This study is to describe the enhancement of young learners with hearing difficulty of SLB B Wiyata Dharma I Tempel Yogyakarta in English learning with computerized educational games. The goal of this study is to describe and interpret the enhancement of young learners with hearing difficulty in English learning with computerized educational games. A computerized game The Sims, a combination of role play and real-life simulation games, was then implemented.
This single case study involved two fifth-grade participants of SLB B Wiyata Dharma I Tempel Yogyakarta. Before doing the study, The Sims was situated for educational purposes. The participants were introduced to this kind of game. The data of this study were derived from the classroom observations, the observations during playing the computerized educational games, the observer’s field note, the learners’ notebook, and the semi-structured interview. After all data were gathered, they were ultimately transcribed and analyzed.
The search of the answer of the study about the use of computerized educational games in English learning to young learners with hearing difficulty of SLB B Wiyata Dharma I Tempel Yogyakarta revealed four emerging themes; (1) challenge, with the sub-themes of encountered problems and pleasant experience, (2) motivation, with the sub-themes of internal and external motivation, (3) scaffolding, with the sub-themes of experience learned at home and at school, and (4) creativity, with the sub-themes of opinion, idea, imagination, and logical thinking. The findings showed that when situated appropriately, the computerized educational game was able to help the participants to both memorize the previous English learning and experience a new learning independently.
xv
xvi
ABSTRAK
Widiantari, Anastasia Kiki. 2014. Perkembangan para siswa tuna rungu SLB B
Wiyata Dharma I Tempel Yogyakarta dalam pembelajaran Bahasa Inggris dengan permainan-permainan bersifat edukatif yang dikomputerisasikan.
Yogyakarta: Kajian Bahasa Inggris, Program Pasca Sarjana, Universitas Sanata Dharma.
Pembelajaran Bahasa Inggris tidak hanya untuk para siswa yang normal, tetapi juga bagi para pelajar yang memiliki kebutuhan khusus. Meskipun kesulitan dalam mendengar dan berbicara membuat proses belajar mereka lambat, sangat memungkinkan bagi mereka untuk bisa belajar dan mengerti Bahasa Inggris. Dengan demikian, untuk mendukung pendidikan, banyak inovasi dalam teknologi terus ditingkatkan dan salah satunya adalah permainan komputer. Banyaknya permainan komputer yang saat ini sering dimainkan oleh anak-anak dianggap tepat sebagai sarana pendukung pembelajaran Bahasa Inggris, karena banyak permainan komputer menggunakan Bahasa Inggris dalam memberikan instruksi. Ketika anak-anak memenangkan permainan, berarti mereka berhasil dalam bermain, Akan tetapi, tidak berarti permainan tersebut memiliki arti untuk mereka. Di SLB B Wiyata Dharma I Tempel Yogyakarta, para siswa Sekolah Dasar menggunakan komputer untuk bermain permainan, bukan untuk mempelajari fungsinya karena mata pelajaran tersebut dipelajari saat di Sekolah Menengah Umum.
Studi ini untuk mendeskripsikan perkembangan para siswa tuna rungu SLB B Wiyata Dharma I Tempel Yogyakarta dalam pembelajaran Bahasa Inggris dengan permainan-permainan bersifat edukatif yang dikomputerisasikan. Tujuan dari studi ini adalah untuk mendeskripsikan dan mengartikan perkembangan para siswa tuna rungu dalam pembelajaran Bahasa Inggris dengan permainan-permainan bersifat edukatif yang dikomputerisasikan. Studi ini kemudian dilakukan dengan menerapkan permainan yang dikomputerisasikan The Sims yang merupakan kombinasi antara role play dan simulasi kehidupan nyata
Studi dengan satu kasus ini melibatkan dua partisipan kelas lima dari SLB B Wiyata Dharma I Tempel Yogyakarta. Sebelumnya, The Sims disituasikan untuk tujuan pendidikan. Para partispan diperkenalkan dengan permainan ini. Data penelitian ini berasal dari pengamatan kelas, pengamatan selama bermain permainan komputer, catatan peneliti, catatan para partisipan, dan wawancara yang semi terstruktur. Setelah semua data dikumpulkan, mereka akhirnya di salin ke dalam bentuk teks dan dianalisa.
xvii
yang dikomputerisasikan mampu membantu para partisipan untuk mengingat kembali pembelajaran yang sebelumya dan mengalami pembelajaran baru secara mandiri.
1
CHAPTER I
INTRODUCTION
In the first chapter, I would like to introduce my study to readers through
elaboration of my study background, problem identification, problem limitation,
problem question, goals of the study, and the benefits. The elaboration comes in
the course of my concern with children with special needs. Below is my personal
experience which results to this study.
In 2009, I watched news program in one of private television stations
about a concert held for children with special needs. This concert performed a
young pianist from China who was also physically defected. She had hands like
crabs or around four fingers only. Though only having four fingers, she could play
the piano beautifully as if she had been a normal child. Then, my memory went
back to 1998 when I, for first time, met to two special people. They were my
neighbors and had always amazed me when hearing about their experiences.
The first person was Mr. Lukas, a pseudo name, who is visually impaired
because of an accident. He is both a great teacher and motivator, especially for
visually impaired people. We often met and talked about his experiences joining
NGO to help people with special needs, particularly children. At that time, I
wondered how they could survive in the world which gives them lots of
difficulties due to their limitations.
Later Mr. Lukas introduced me to her friend who apparently lived near my
She was a teacher in a private special school in Yogyakarta. To get a better
education, she moved to Wonosobo, an area in Middle Java, and got her
undergraduate degree1. In 2009, we met again. When she knew I was an English
teacher, she always tried to speak in English with me. I was so surprised that I
could communicate with her fluently as her oral language and pronunciation in
English were easily understandable even though I never engaged with people with
special needs. Since then, I am always curious about how people with special
needs learn languages, particularly children.
Ms. Jeni taught in a private special school in Yogyakarta, teaching young
learners of kindergarten and elementary school. She then explained to me that
English in her school was simply taught and tried to convince me that the learners
were good in pronouncing the words. She asked me to come with her when she
was teaching to prove it. In another occasion, she explained further that not all
learners with hearing difficulty in all special schools had the same ability in
English because they had different methods in teaching. Since early age, the
learners had been accustomed to technology when learning, such as computers.
Previously, a friend of mine had also done a research of material design
for learners with hearing difficulty in SLB B Wiyata Dharma I Tempel
1
Lembaga Pendidikan Anak Tuna Rungu (LPATR) Dena Upakara in Wonosobo, Central Java was
firstly founded and run by the nuns of the Daughters 1of Mary and Joseph (PMY, Indonesian
acronym)in 1938. The number of pupils later increased, and in 1955 the nuns entrusted the care of deaf boys to the Brothers of Charity, who also opened a school Lembaga Pendidikan Anak Tuna
Rungu (LPATR) Putra Don Bosco in Wonosobo in December 8, 1955. In 1995, Dena Upakara
opened a special school in Wonosobo for these girls and boys. Later in 2000, the school was moved to Yogyakarta and named after Helen Keller (1880-1968), a blind and deaf American woman who successfully graduated from college and became an author, lecturer and activist for women´s suffrage, workers´ rights and the anti-war movement. It obtained government recognition
Yogyakarta. They used a simple method for teaching English to young learners.
Computers were used in learning only for learners who had been in Senior High
School. However, there were times when the learners were permitted to use
computer with the teacher’s assistance. Unfortunately, they finally only played
some games installed in the computer. When playing, sometimes the learners
asked questions to teacher about things they did not understand. The teacher
realized this condition. It was done minimum once in a month to compare the
learners’ current knowledge and the English expressions they found in the game.
The learners who mostly came from modest family were not accustomed to
technology for their learning.. This condition did not ban the learners to access
technology. At home, they had the access to technology through their family
members’ laptop. Commonly they only played with it without truly realizing the
functions of laptop. This arouse a question in my mind if the learners were aware
if they could use other ways in English learning, such as computer games, which
were more fun and challenging for them. However, the negative perceptions that
computer games for children tended more destructive than constructive became
another consideration. By playing games, the learners were expected not only to
learn English but also to know the meaning of it. Thus, the appropriate game for
young learners with hearing difficulty needed to be mainly considered.
This condition became my milestone in determining my mind to conduct a
research in SLB B Wiyata Dharma I Tempel Yogyakarta to understand more on
how they learn English. Therefore, this research is relevant to English education
media around them for learning and this awareness leads them to be independent
marginalized learners.
1.1 Rationale of the Study
The essence of education is to educate learners to be more knowledgeable
and then able to use their knowledge as a means to succeed in life. By having
education, the learners are expected to think logically and critically in order to
reach their full potential. Although education is aimed for all learners, in practice
the application is later considered by the characteristics of the learners.
This study particularly focuses on the education of learners with hearing
difficulty.
Learners naturally come equipped at birth with the ability to learn
language (Li & Gleiman, 2002:90). Through language, learners are able to follow
their education better. Their senses influence them to learn. However, different
processes happen for each learner.
Kauffman and Hallahan (2006:8) mention that education for exceptional
learners is required for realizing their full human potential. However, revealing
the learners’ potential needs process. Richards and Renandya (2002:71) explain
that progressive learning that becomes today’s trend in education is aimed to
enable the learners to progress towards self-fulfillment. This later helps the
learners to build learners’ autonomy in learning so that they will be more
independent and able to manage themselves. Autonomy in learning is very
as they live. In learning, learners are gradually taught to form their self-autonomy
which later leads to learners’ independence to improve their life quality. The
improvement of learners’ life quality is characterized by the ability of the learners
to self-fulfill their needs. It became the main reason of this study. As mentioned
previously, this study was conducted to respond some issues in education that
focus on the computer games in learning English by young learners with hearing
difficulty. They need to learn English in order to be able to compete with normal
learners when they get involved in the society, both in written and in spoken.
From this phenomenon in English learning, the concept of pragmatic
progressivism is employed. The purpose is to help the participants to be more
autonomous and empowered in their learning because the participants of this
study were marginalized by their limitation to hear as what normal children do.
In Indonesia, according to data from UNESCO in 20092, the
implementation of inclusive education for children with special needs continues to
decline. It was proven by the position of Indonesia in the 58th out of 130 countries
in 2007. Meanwhile, in 2008 it declined to the 63rd out of 130 countries. In 2009,
Indonesia was in the 71st out of 129 countries. The continuing decline shows that
the education for children with special needs has not been fully considered. It is
also supported by the few numbers of the teachers in Indonesia and the less-
responsive curriculum towards the children with special needs.
2
The data from UNESCO was proposed in the Inclusive Education Stakeholders National Summit
(Pertemuan Nasional para Pemegang Kebijakan dalam Pendidikan Inklusi) dealing with the Opportunities for Vurnerable Children (OVC) program held by Helen Keller International (HKI) Indonesia in Jakarta on Monday, November 30, 2009 (http://edukasi.kompas.com/read/xml/ 2009/11/30/17003448/soal.pendidikan.inklusi.ranking.indonesia.merosot.terus).
Furthermore, the emerging issue about government policy dealing with
better education for special needs learners also supports this study. According Act
20/2003 on National Education System3, every citizen has equal rights to receive
an education. It implies that learners with special needs have equal rights and
opportunities as well as other normal students in education, particularly in English
learning, so that they will be able to socialize in society. Thus, development in
ways of teaching needs improving. In addition, Minister of Education Decree No.
70/2009 on Inclusive Education4 also strengthens the actualization of education
for special needs learners.
The changes in education happen along with the development of
technology in teaching learning activities. Previously, learning using blackboard
and chalk might have been good enough. Nowadays, learning using modern
media, such as computer, viewer, and television, becomes more wanted to attract
learners’ attention for a better learning. For this reason, many schools have tried to
provide more modern equipment to support the teaching learning process. Berent
and Clymer (2003:2) explain that the challenges are obviously greater for
learners with hearing difficulty to study English by the means of technology in
non-English-speaking countries, like Indonesia. Hanson-Smith (2004) as stated by
3
The main policy of Higher education system in Indonesia is regulated in the Act no 20, 2003 on
the National Education of Indonesia. The Act no 20, 2003 is derived further into the Government Regulation no 19, 2005 on the National Standard of Education and, the Minister of Education decree no 28, 2005 on the National Accreditation Agency for Higher Education
(http://planipolis.iiep.unesco.org/upload/Indonesia/Indonesia_Education_Act.pdf).
4
Minister of Education Decree No. 70/2009 on Inclusive Educationcovers inclusive education for
children with disabilities and children with special needs. It stipulates the equal rights and access of people with disabilities to education and defines guidelines on the establishment and arrangement of special education at elementary, junior and senior high school levels
Smith (2006) suggests that technology can provide the student with the means to
control his or her own learning, to construct meaning and to evaluate and monitor
their own performance. It means they can be more independent in learning.
However, based on estimation by Directorate of Special Education,
learners with special needs only got attention about 3% from other normal
learners’ population in education. The census in 2001 described only 3.7% who
got service and allowed to study in school institutions either regular or specific
school. The remained number of learners seems to be neglected and had not got a
better education service.
Based on the reality above, learners with special needs, particularly
learners with hearing difficulty, need more attention regarding to English
education as mentioned above. In communication, they depend on using sign
language or reading lips movement. From this consideration, there should be a
better way in giving English lesson to learners with hearing difficulty. Media play
an important role in contributing and creating several activities and knowledge to
the learners. In learning process, media have very significant impact in improving
the learners’ competency. Appropriate and representative media enable the
teacher to give a good effect in language learning process. Therefore, more
attractive and challenging media is needed. With the improvement of information
technology, computer game is believed to be one of good ways to facilitate and
support the learners in learning in order to become autonomous learners both
It is also supported by Doyle & Dye (2002:10) who focus on the essential
of using the visual input techniques because most of the learners with hearing
difficulty are less attentive, easily discouraged and come out less confident in the
classroom than the normal learners. These learners are easily fatigued when
learning due to the efforts they need to do. As the consequence, the increased
fatigue levels make these learners’ behaviors more irritable in the classroom. For
this reason, the English language learning of the learners with hearing difficulty
becomes slow. Therefore, computerized games using visual input techniques may
play a basic role in enhancing leaning through visualization, experimentation and
creativity of play which become fundamentals the effective teaching for the
learners with hearing difficulty (Betz, 1995:34).
In addition, learning language can be more interesting through using
educational games as teaching aids (El-Harbi, 2009:34). As a result, computerized
educational games, a combination between educational games and computer,
began entering the classrooms as a prominent topic in teaching learners with
hearing difficulty. Li (2007:87) defines the computerized educational games as
instructional activities are based on entertainment, competition and reinforcement
while presenting a superficial or simulated reality. The uniqueness of computer
games in English learning in terms of moving pictures and relevant stories related
to daily life, and the possibility to apply it outside school hours make learning
process become more interesting and challenging to do. Langran & Purcell
(1994:43) see that the teachers should know that explanations and examples can
when learners use computerized educational games in the class, they will motivate
the learners to finish the given tasks, even when the process required long periods
of time.
These considerations later focused my mind in helping the learners with
hearing difficulty in SLB B Wiyata Dharma I Tempel Yogyakarta to enhance their
English learning with computerized educational games. Against the learning
methods applying nowadays for marginalized learners, the need of this research is
apparent.
1.2 Problem Limitation
Pointed towards highly the visual input techniques, the study used a
computerized educational game as one of the visual input techniques to help
children with hearing difficulty to develop aspects of English. The game does not
only bring the visual input for the learners, but also a direct way in teaching the
learners. So, the researcher used a certain computerized games to develop English
for children with hearing difficulty.
Despite the importance of using a computerized game in the classroom for
children with hearing difficulty, using them is not the main challenge. Nielsen
(2006:80) shows that the real challenge for using computerized games in teaching
and learning language for children with hearing difficulty is where computerized
games can give a better learning experience language.
This study is along with Berent, et al. (2007:200) that the roots of the
teaching English for the learners with hearing difficulties. In other words, it is
considered that the real challenge is in the effective use of the computerized
games on developing English for young learners with hearing difficulty.
Meanwhile, in SLB B Wiyata Dharma I Tempel Yogyakarta, technology has not
been used yet for all levels of learners during the existing limitations.
To enhance children with hearing difficulty’ acquisition of English and to
increase their motivation for learning English, this study attempts to examine the
use of a computerized educational game as one of the reflections of the visual
input in the field of teaching young learners with hearing difficulty.
In the current study, the enhancement of using a computerized educational
game to develop English for children with hearing difficulty is examined. In
addition, there is no study in Indonesia that tackled the use of computer games for
teaching English for young learners with hearing difficulty in SLB B Wiyata
Dharma I Tempel Yogyakarta. However, in the case of educational research, the
game used was contextually made educational through the engagement between
the participants and the researcher.
1.3 Previous Related Studies
This part elaborates the previous studies similar to this study. There are
three fields of discussion concerned to differentiate the studies. The first one dealt
with studies that examined the effectiveness of using computerized educational
games in teaching English language. The second field is related to the studies
other school subjects. The last field of the discussion engaged in studies that
examined the effects of using computers in teaching English language and other
school subjects for learners with hearing difficulty.
The first study of computer games use in teaching English Language for
the ordinary students that will be discussed was conducted by Palmberg (1988)
who investigated the effect of playing computer games on learning English
vocabulary for Swedish-speaking in elementary level and discuss the role of
computer games as a technique used to teach English in Finland. This study shows
that computer games help students to learn new English vocabulary at their own
pace, depending on how they are focused on the learning. Another study presented
by Lim (2005) was on the effect of English reading instruction with the
application of computer games for the 4th grade learners compared to the
traditional method in China. The result of this study showed that learners who
experienced more reading materials could improve their English language better
than those who were just controlled. Therefore, this study reveals that reading
skill in learning English language can be improved by using computer games if
suitable techniques and materials are well-prepared. Following Lim, Yu (2005)
carried out a study in Japan about the effect of grammar-based instruction
computer games on learners’ motivation and classroom atmosphere. From this
study, it was shown that after using computer games, the learners were more
learner-centered and improved their accuracy in grammar. The next study also
examined similar discussion. Hamzah and Dourad (2009) did the study on the
tense and past simple tense. They also aimed to gain imminent of the teachers and
learners in Malaysia when using computer games in teaching and learning
grammar. This study recommended that using computer games on learning
grammar can be an effective way. Different from the previous studies, Kablan
(2009) intended to observe if using computer-game-based exercises increased the
learners’ performance and academic achievement among 1st and 2nd graders. The
study showed that the academic achievement enhanced as a result of using
computer games which facilitate the learning process.
The other field of study is teaching other school subjects for ordinary
students with computer games. Apparently computer games are used not only for
learning English language, but also for learning other subjects. One of them is for
treating reading disabilities. The study was conducted by Al-Helih dan Ghuneem
(2002) who examined the impacts of computerized and ordinary linguistic
educational games in treating reading abilities for the 4th grade of elementary
school learners in two private schools in Amman. The study revealed that learners
showed that learning reading using computerized games was more effective than
ordinary games. Another school subject using computerized educational games is
mathematics. Neimeyer (2006) intended to find out if the use of computerized
educational games has an effect on the mathematics achievement of the learners
of the seventh grade in Texas. Meanwhile, Tuzun, et al. (2008) tried to observe
the effect of using computer games on Turkey’s primary school learners’
achievement and motivation in learning geography. The result showed that the
achievement and motivation for both in mathematics concepts and in effective
geography learning.Therefore, it is even convincing that computerized educational
games are great help for learners with hearing ability to learn English language.
The fun the learners get from playing the games motivate the learners to know
more about what they learn.
The other area of related researches is teaching English Language with
computer games for learners with hearing difficulty. Related to this study, there
were some studies similar to this study conducted in the same field, which is using
computerized educational games in teaching English language for learners with
hearing difficulty. Fogel (1990) examined the effectiveness of computerized
educational games called the "Yes-No" game in order to overcome the difficulties
of formation Yes -No Questions for the deaf students. Meanwhile Melon (1991)
continued the study by conducting a Question Game study. The purpose was to
explore the effectiveness of highly visually-oriented Computer as Assisted
Instruction (C.A.I) for teaching syntax to learners with hearing difficulty. In this
study, Melon used Yes-No Game and WH-Game. Both studies show that the
games may help the learners to learn and memorize simple grammar and assist the
teacher to adapt teaching with new technique. Another study by El-Dosoqi (2003)
investigated the effect of electronic educational games to help the learners with
hearing difficulty to look toward the individual differences. This study focuses on
the characteristics of the games and the criteria of the use. The result concluded
that the unique characteristics of the learners were not a matter for the teacher to
suggested the curricula designers to include modern educational teaching
techniques in the curricula in order to help the learners with hearing difficulty to
learn better. Barker (2003) , in addition, examined the acquisition of “everyday”
vocabulary of learners with hearing difficulty in an auditory/oral program called
“Vocabulary Tutor” program. Briefly, this program gave the children sound and
written form with drawing and pictures for each word to be learned. After being
conducted for three years, this study revealed that this program helped the learners
with hearing difficulty who were labeled not having good linguistic ability to
acquire and develop their vocabulary. As the proof, most children involving in the
study kept more than half of the new words after a month.
From the previous studies divided in three different areas, it shows that
implementing computerized educational games for teaching learners with hearing
difficulty brought positive results on their learning. The studies indicated that the
learners can be more learner-centered in learning and able to learn at their own
pace because the learners were encouraged and motivated in learning through the
fun the games offered. They became more independent learners. The different
characteristics each learner had did not prevent the learners from developing
themselves to learn many school subjects by the assistance of computerized
educational games. However, they should be assisted first by the teacher before
being able to operate the games themselves. Nevertheless, this study focuses on
1.4 Research Question
The previous discussed studies have directed this study to a question
related to the English language learning of learners with hearing difficulty. The
study, therefore, is aimed to address the following research question: How do
computerized educational games enhance young learners with hearing difficulty
of SLB B Wiyata Dharma I Tempel Yogyakarta in English learning? To reach an
understanding of this question, it was important to turn to those who have lived
such difficulty to experience another method in learning. As the result, what the
meaning is to the learners can assist in proving the answer to this question.
1.5 Research Goal
In conducting this study, a deep engagement with the young learners was
needed in order to reveal what was behind the learners’ experience during their
playing the computer game, in which this study used computerized educational
game The Sims (2000). The goal of this study was to describe and interpret the
participants’ enhancement of young learners with hearing difficulty of SLB B
Wiyata Dharma I Tempel Yogyakarta in English learning with computerized
educational games.
The observations also revealed some actions done by the learners when
applying the technology and processes happened. Their actions were then
actualized in a form of long and thick description based on conducted interviews
and video recording. The result of the interviews and video recording finally
research also discovered emerging themes of participants’ meanings of computer
games and tried to understand the participants’ experiences during their English
learning when playing computer games.
1.6 Significance of the Study
SLB B Wiyata Dharma I Tempel Yogyakarta is one of public special
schools in Yogyakarta which has not implemented technology in English learning.
The study of computerized educational game to the participants in this school was
essential in order to understand their experience when playing computer games. It
was expected to bring some theoretical and practical benefits for future English
learning. I chose 2 participants of 5th grade for this study. I expected to find new
information and life insight about this subject. For the teachers in SLB B Wiyata
Dharma I Tempel Yogyakarta, this study provided theoretical benefits that might
help the teachers in knowing the learners better and finding new methods in
teaching them.
In addition, this study provides practical benefits for the young learners in
experiencing computer games as a way in English learning. It also helps them to
be aware that they are actually able to learn independently and monitor their
learning themselves. Finally, the result of this study can provide information to
the stakeholders to be used in adjusting related curriculum and policies in
education with the contextual needs of young learners with hearing difficulty. In
elementary school, English is taught as a local content. Even though there are
competency that children with hearing difficulty should achieve. Therefore, the
suitable curriculum and policies will encourage special schools to arrange their
programs during the academic year suitable with the learner’ needs. Later, by
having this study, experts in technology is encouraged to create more effective,
interesting, and challenging computer games that can be used by children with
18
CHAPTER II
LITERATURE REVIEW
The second part describes how I answer my problem formulation
theoretically by providing the foundation for contributing to the knowledge base.
For this reason, I need to clarify the concepts used in my study in order to put the
problem in the context of English education in theoretical review. By having the
theoretical review, as Merriam further discussed, I also demonstrate how the
present study advances, refines, or revises what is already known and show how
my study deviates from what has already been done. Thus, in theoretical review,
some related theories are elaborated. Later some related researches that have been
conducted previously are also structured so that both related theories and
researches help me to build my theoretical framework of this study and put the
statement about the hypothesis of this study which becomes the aim to achieve in
this study.
2.1 Theoretical Review
Theoretical review elaborates any theories which give a clear
understanding about the constructs and related concepts conceived in my research
title, problem identification, problem limitation, problem formulation, goals, and
prefigured theme coding. Besides, it situates my study in the knowledge base of
the field. These theories are not a compile of quotations only, but a tool to help me
study, computer games and English learning for young learners with hearing
difficulty, there are some related theories discussed. Those theories are
categorized into five big parts, which are: (1) English Learning, (2) Educational
Games, (3) Computer-Assisted Language Learning (CALL), (4) Computerized
Educational Games, and (5) Young Learners with Hearing Difficulty.
2.1.1 English Learning
In learning English language, second language acquisition becomes crucial
because knowing how learners acquire languages and what things affect the
process of acquisition help me to focus more on what to concern. Therefore, this
section elaborates how English language is learned by the children, the input and
interaction for the learners, and learning strategies used by the learners.
2.1.1.1 Children in Learning English Language
Children are excellent learners who can acquire language naturally.
Unconsciously, they are influenced by their environment and imitate what they
see and hear. This is along with what McGlothlin (1997) mentions. He divides the
English language learning process into two parts. The first parts deals with how
the new language comes to the learners and the second part deals with the idea of
how the learners come to the language (the strategies the learners use to learn the
language).
One needs motivation in learning process, both internally and externally.
language is difficult appears to them. Moreover, their innate language-learning
strategies to learn language have not yet diminished just like as they grow older.
For these reasons, children can learn language faster than those older than them,
in various paces depending on how their learning setting is. Paradis, Kirova, and
Dachyshyn (2009: 3) state the different results are due to:
1. Language aptitude
Each child’s language aptitude varies among individuals. It is an inherited
characteristic, so that it cannot be changed.
2. Age of acquisition
Learning language in all ages is possible. However, it is better to learn
language during their early stage of development, which is during the
childhood. Children’s ability in learning new knowledge is innate. Therefore,
different outcomes will appear when individuals of different ages learn
language at the same learning setting.
3. Socio-economic status
The family’s socio-economic status of children will affect the learning results.
It is primarily measured through the levels of education and income of the
parents. Children from higher-education and higher-income family will learn
differently from children from common family since the parents will treat
their children differently at home.
4. Quality and quantity of English exposure
When learning in class, children have the same materials given by the teacher.
experiences in learning, depending on the books they read, people they talk
with, and environment they live in.
For these reasons, when in school, learners should be provided with
appropriate learning materials. Therefore, the teacher has the responsibility to
provide the learners with proper materials and exposure, as well as opportunities
for learning English (Cameron, 2002: 15). The exposure is in the form of
activities adjusted to the learners’ need and interest, instead of the curriculum. It is
supported by Bejarano and Gordon (2012) who suggested a model for designing a
program to teach English as a foreign language for young learners, taking into
account the young learners’ cognitive and affective needs.
The figure explains that in order to create a teaching program to teach
English language, teacher should consider the objectives in order to create and
compile the best teaching materials for learners. On the other hand, the suitable
teaching techniques and activities are also designed, regarding to the learners’
background as mentioned previously.
The explanation above reveals that what and how the learners will learn
can affect their next learning development. Teacher should pay attention on some
points before teaching. Thus, preparing the suitable materials and activities is
necessary.
2.1.1.2 Input, Interaction, and Negotiation of Meaning
Input, interaction, and negotiation of meaning theories relate to what and
how the learners experience the phenomenon. However, the understanding of
these theories can improve my ability in treating my participants equally to create
supporting atmosphere in conducting this study. The explanation of what actually
input, interaction, and negotiation of meaning are will be stated as follows.
2.1.1.2.1 Input
In language learning, input is an essential part that can be obtained orally
and literally in both natural settings and classroom. As cited in Beatty (2003),
Ellis indicates that input refers to the language which learners are exposed to. It
can be ‘comprehensible’, one that the learners can understand, and
also states that input is actually a message aiming to the learners that while they
consist of structures and grammar, the learners’ current competence are made
understandable by the context where they occur.
Yang (2007:10) suggests that in order to understand what input should
be exposed to the learners, the importance of input defined by three different
views – behaviorism, nativism, and constructivism – should be elaborated briefly.
The behaviorism view sees input as stimuli and language acquisition occurs when
responses to stimuli are conditioned. Meanwhile, the nativism states that human
beings naturally possess Language Acquisition Device (LAD) and it can be turned
on once they have the access to input. Therefore, here input is used to trigger our
innate language learning ability. Different from the previous views,
constructivism believes that language can be acquired from the result of input as
well as interaction with others.
Yang, further, elaborates that according to Krashen’s Comprehensible
Input Hypothesis, acquisition happens when the learners understand messages
which are just far away from their current development stage. Therefore,
comprehensible input in language acquisition is important. Krashen explains
further that there are four characteristics of optimal input for acquisition, as cited
in Kenning and Kenning (1990). Those are comprehensible, interesting and/or
relevant to the acquirer, not grammatically sequenced, and provided in sufficient
quantity. However, merely receiving comprehensible input does not guarantee the
acquisition since comprehensible input is a necessary, but not the only condition
For this reason, Schmidt (1983) argues that learners need to notice input before
assimilating it into intake.
From the theories above, input is considered as one of important learning
components to create a successful learning outcome. Nevertheless, to make input
comprehensible and meaningful, the ways the learners interact affect the learning
process and outcome.
2.1.1.2.2 Interaction
Interaction is one of characteristics of any living species. Animals, plants,
and human beings interact. Ellis (1999:1) defines interaction as the social
behavior that occurs when one person communicates with another. It can occur
inside our minds, both when we engage in the kind of ‘private speech’ and when
different modules of the mind interact to construct an understanding of or a
response to some phenomenon. Therefore, Ellis divides interaction as
interpersonal and intrapersonal. Meanwhile, Hall (2004:611) explains that
interaction is not just merely to gather individuals to work toward a common goal
that leads to transformation. She adds that interaction is the relationship that is
developed, with the methods by which talk is accomplished in this relationship
creating the object of knowledge and, at the same time, the tool by which that
knowledge is known. In other words, interaction is a way to convey thoughts
Related to this study, as cited in Paiva (2011:1), Chapelle (2003)
proposes another kind of interaction, that is ‘between person and computer’. She
later synthesizes the basic types of interaction to three different perspectives on
the value of interaction discussed by Ellis (1999) – interaction hypothesis,
sociocultural theory, and the depth of processing theory. The synthesis is
elaborated below.
Table 2.1 Benefits of three types of interaction from three perspectives
[in Chapelle (2003) as adopted by Paiva (2011:1)]
From the table, as Paiva writes, Chapelle tries to explain further about the
type of interaction she offers as follows.
The cells in the table suggest the hypothesized benefits to be attained through interaction from each of the theoretical perspectives. For example, from the perspective of the interaction hypothesis, interaction between people is expected to promote negotiation of meaning, and if it does so, this should be beneficial for language acquisition. Since the three theories do not specifically address learner - computer interactions, I have filled in the logical predictions in italics. (2003:56)
Chapelle’s explanation emphasizes that interaction occurs not only through oral or
interaction brings the learners enhanced input. Later, the learners learn to use
computer as a help for them to focus on learning language.
However, computer use in language learning can also disturb the
learners. Paiva (2011:5) discusses the behavior of human beings and computer in
her paper. She clarifies this statement.
The same way silence or a still face disturbs the participant in an interaction, as shown in Tronick’s experiment, computers also disturb their users if the machine does not give them any hint in response to their actions. Computer specialists took interactional instinct into account when they devised semiotic clues to calm us down. To mention just a few, an hour-glass tells us that it is worth the wait for saving a file, or opening a program; a specific sound gives us feedback about wrong actions, and a green bar informs us about the progression of a file downloading, where one can see a myriad of different information pieces: percentage of downloading, the representation of the percentage in a bar, the amount of MB downloaded, the rate of the transference speed, and the amount of time expected for the conclusion of that task. (Paiva, 2003)
Based on this explanation, it indicates that learners need to be provided with
signals to facilitate their interaction with electronic devices.
From the explanations above, it can be inferred that interaction is
unavoidable and happens everytime. The hour-glass, the specific sound, or the
green bar appearing repeatedly inform the learners about what is actually
happening and later they learn what to do through trials and errors when the
signals appear.
2.1.1.2.3 Negotiation of Meaning
When learning, learners often find themselves in confusion. Interaction
during the interaction. Long (1996) as cited in Yang (2007:22) defines negotiation
as:
The process in which, in an effort to communicate, learners and competent speakers provide and interpret signals of their own and their interlocutor’s perceived comprehension, thus provoking adjustments to linguistic form, conversational structure, message content, or all three, until an acceptable level of understanding is achieved.
This negotiation encourages language acquisition because of the occurrence of
interactional modification as expressed by Long (1996) as the Interaction
Hypothesis (Gass, 2003:234).
Negotiation for meaning, and especially negotiation work that triggers interactional adjustments by the NS or more competent interlocutor, facilities acquisition because it connects input, internal learner capacities, particularly selective attention, and output in productive ways.
It explains that negotiation of meaning takes place when the learners do not
understand some utterances. In the process to negotiate, learners learn to both pay
attention to the utterances that are not comprehensible and attempt to produce
comprehensible output.
When negotiating meaning, learners obtain feedback for their study,
implicitly and explicitly (Gass, 2003; Long, 1996). Implicit feedback appears
indirectly in form of clarification requests, confirmation checks, and recasts.
Meanwhile, explicit feedback happens directly to correct the learners’ errors
(Braidi, 2002).
The concept of negotiation of meaning appears as a result of learners’
feedback from what they do. It can be positive, such as appraisal, or negative, like
rejection. In this study, feedback is essential to provide the learners with the
ability to analyze and later overcome problems happening during their learning
process.
2.1.2 Educational Games
During the learning process, motivation leads to the success of the
learning. However, learning in classroom is considered as boring and not
motivating to learners. Therefore, games are developed to create different learning
atmosphere. For this reason, educational games are created to give more
motivation to learners during their learning process. In this part, the discussion
about educational games is elaborated.
2.1.2.1 Definition of Educational Games
Educational games combine education and games to create different
atmosphere in teaching learning process. Education is divided into many different
disciplines. Therefore, different games are created to help learners learn different
subjects. However, games in education are not always educational. Below is the
= Games in education
= Educational games
Figure 2.2 Venn Diagram Illustrating Educational Games
The figure above shows that games are used in education, but not always
educational. They can be educational if it is prepared and conducted
educationally.
Educational games exist to assist the learning through a more fun way.
They bring joy as well as knowledge. Through educational games, learners are
thought to be aware of the meaning and intrinsic value of the games.
An educational game, designed for learning, is a separation of both play
and fun. Prensky (2001) mentions that an educational game is a melding of
educational content, learning principles, and computer games. It is organized to
provide both education and pleasure. Playing relaxes people, putting them in a
accessible state for learning. Besides, it helps the learners to experience and
explore more knowledge they can acquire during the game playing. Games in education
Educational games
Another definition is from Allery (2004:40) who defines educational
game as a competitive activity with a prescribed setting, constrained by rules and
procedures in which the learning results from playing the game and not from the
academic content. Rules and procedures limit the exploration of the learners to
interact and behave when playing. However, through the limitation, the goal of
the game should still be achieved. Therefore, learners should find out the solution
to this problem.
Meanwhile, Sanchez, et al. (2007:65) define educational game as a way
in which learners get repeated exposure to an aspect of language without being
boring. As a result, games create a fun atmosphere of English teaching and
learning.
Based on the previous theories, in this study, an educational game is
defined as an activity containing educational content and learning principles to
create fun and lovely atmosphere during the teaching learning process, but limited
by rules and procedures in the implementation. However, the implementation of
educational games in teaching English language depends on the characteristics of
the participants of the study and objectives to be achieved in this study.
2.1.2.2 Characteristics of Educational Games
A game cannot be mentioned as educational just because it gives new
knowledge to the learners. Nonetheless, Biocchi (2012) argues that an educational
game has to be able to help the learners develop their characteristics. Besides, it
learners’ characteristics. Biocchi, further, explains that an educational game
should never punished learners because of getting a wrong answer. Instead, it
should display the instructions again or have them solve a simpler problem. It
means an educational game should create comfortable feeling for learners, so that
they can improve themselves.
According to Harvey & Bright (1985:5), an educational game should
involve a challenge against either a task or an opponent, but limited by a definite
set of rules. It is also considered from two points of views, psychologically and
socially. A game is psychologically called educational if it does not separate from
the real life situations, while socially if the events in the game reflect the
importance of social life and how to build social relationship. Of course, there are
some problems might occur within the game, but an educational game should
provide the learners with possible solutions and a risk of ending the game if the
solutions cannot be obtained. Furthermore, a game should be easily engaged by
learners to create simultaneous learning.
Other researchers, McCarthy (2002:90) and Pham (2007:65), present
that to teach English language, an educational game focuses student's attention on
specific structures, grammatical patterns, vocabulary items, spelling, and
pronunciation. In other words, the game can be used within all skill areas in any
language teaching situation. Moreover, it should have the functions as
reinforcement, revision and enrichment to the learned material. It means the game
needs to implicitly contain knowledge. An educational game, furthermore,
process of the playing. However, it needs to provide feedback both for the
learners and the teacher. To create successful learning, the age and language
levels of the learners should be considered as well in order to choose an
appropriate game that is equal for both slow and fast learners.
As cited in Rainders (2009:2), Prensky (2001) argues that games share
some characteristics. They are actually the representation of a story which
contains rules, goals and objectives to achieve by interaction. Games also offer
learners with conflicts, competitions, challenges, and oppositions. Those problems
in games can be either solved or left abandoned. No matter what the result is,
games should give outcome and feedback to learners to improve their playing
better.
Based on the characteristics mentioned above, in this study, an
educational game not only provides fun and easiness to play, but also should
consider the psychological and social development of the learners. Therefore, the
tasks and goals set by the rules need to accommodate the process of development
considering the age and language levels of the learners. It means during the
playing the learners will face problems and an educational game should give the
learners a chance to solve them. This situation teaches the learners to be able to
overcome problems coming to them in life.
2.1.2.3 Advantages of Using Educational Games
Games used in education are considered beneficial for the teaching
advantages in educating learners. Moursund (2007:30) analyzes games from three
points of views, namely cooperation, independence, and competition leading to
the determination of winners and losers. It means that games should offer
cooperation between learners. They need to learn to work together for achieving
the goal. Games should also be competitive, leading learners to win or lose. By
playing the games, learners are taught to know the risks when they win or lose.
Finally, games should make learners become independent. Learners dare to do
everything themselves, without others’ help.
Playing educational games, according to Keesee (2011) also help
learners with focus, self esteem, and memory. Learners learn to be patient when
waiting to achieve the next level. Once learners can get to the next level, they are
encouraged to do better. Here is the part where learners’ self esteem start to
improve. Along with the playing, learners actually recall their memory. So, games
can be used to sharpen the learners’ memory.
Conscious learning can lead learners to boredom. Therefore, creating a
meaningful context for language use is another advantage games present (Cross,
2002:15). Through games, learners can focus to their own learning. It helps
teachers to create unconscious learning contexts during their teaching activity
since learners’ attention is not on the language, but on the games and messages
contained in the games. It means games might lead to a successful learning
process when learners enjoy the process. It is supported by Nemerow (1996:25)
who mentions that games is a different way that makes learning easier, more
In conclusion, educational games can encourage both English language
teachers and learners during teaching learning process to achieve the intended
goals. Teachers are encouraged to create meaningful contexts which are relaxed,
fun, and enjoyable to teach learners. Moreover, the games are expected to lead
learners to learn independently and confidently. Meanwhile, educational games
help learners enjoy the process and unconsciously accept the knowledge delivered
through the games.
2.1.2.4 Which Educational Game to Use
There are many games able to be used in educating learners. However,
not all games are applicable for educational purposes. Teachers should be careful
in choosing games if they want to make them beneficial.
Firstly, teachers should consider the goals wanting to be achieved in
teaching learning process. Then, they decide on the purposes of using a game,
whether it is suitable with the learning goals. It needs to be concerned that a game
might be appropriate and useful. However, as Gulin, et al (2011:221) say when its
value is considered from the view point of foreign language teaching and then
compared to the purposes of the learning, it may have little or no purpose. It
means teachers should see if the game will support the goals of learning.
Furthermore, as cited in Shagga (2012:18), Nedomova (2007) explains
that teachers also need to consider whether the games are only an effort to avoid
boredom for the learners or really used to assist the learners to revise and practice
be aimed to help learners acquire English language better, not just to have some
fun.
Considering the level of the game is equally important while choosing
games. Biocchi (2012) explains that it is crucial if educational games have to be a
simple user interface and control scheme. Learners as players should be able to
pick up the games and play them without needing to memorize any complex
controls. So, different learners will have different levels. Teachers should decide
whether the level of the games fits students’ language level because a game may
become difficult when it is beyond the learners’ level or it may become boring
when learners find it too easy to carry on (Deesri, 2002:77).
To sum up, to choose the suitable games for educational purposes,
teachers should consider the purposes of the teaching learning process to be
adjusted with the learners’ level, including their age, achievement level, family
background, and context of learning. Teachers should take all these factors into
the account to choose appropriate games. Moreover, they should provide the
opportunities to cooperate, participate, and compete in learning to help them to be
more motivated.
2.1.3 Computer Assisted Language Learning (CALL)
Computer as assistants for learning or so called as CAL (Computer
Assisted Learning) has been an essential need. In educating, teachers have long
involved computer as a means to transfer knowledge to learners as the
to help learners cope with their learning in order to get improvement. As Young
(2009:34) explained that computer can be placed in any locations where learners
can learn freely. It means that computer can be situated in the classroom, in a
specially designed area of a library, or in any convenient location where the
students, or small groups of students can work uninterruptedly. Moreover, now
there is portable computer called laptop and tablet that can be brought everywhere
easily to support the learning process.
In learning language, furthermore, it is unavoidable that computer is
extremely needed. More programs to help language learning are then developed.
Even, there are more English teachers using CALL. In this part of discussion,
there are some points of CALL elaborated, namely the definitions