The Learners’ Motivation to Speak English Through Role-Playing Games

  • Paschalis Kurniawan Sanjaya Sanata Dharma University, Indonesia
  • Fidelis Chosa Kastuhandani Sanata Dharma University, Indonesia
Keywords: Motivation, Role-Playing Games (RPGS), Speaking

Abstract

This research aimed to explore the role of Role-Playing Games in students' speaking motivation and how they maintain it. It is because in this era, video games, particularly Role-Playing Games (RPGS), have gained significant popularity among young generation. Recently, even in the academic field, video games' effect on motivation to learn English has received considerable attention among researchers. However, motivation in speaking English through role-playing video games, particularly focusing on college students, remains an underexplored area of research. Therefore, the researcher decided to conduct research on “Learners' motivation to speak English Through Role-Playing Games.” Two research questions were raised: 1) How do Role-Playing Games (RPGs) motivate learners to speak English? 2) How to maintain a learner's motivation to speak English when playing Role-Playing Games (RPGs)? Guided by Self-Determination Theory by Edward L. Deci and Richard Ryan, this research employed descriptive qualitative methods. The research participants were English Language Education Study Program (ELESP) students of Sanata Dharma University, who were carefully selected using purposive sampling. The data was collected using in-depth interviews with five interviewees. The researcher analyzed the data using thematic analysis, which includes transcription, coding, and interpretation of the collected data. The result showed that role-playing games can motivate learners to speak through interaction between players, the existence of goals, and positive feedback from peers. Furthermore, staying curious and remembering the goal can maintain learners' motivation to always speak English when playing games. This research offered valuable insights for learners and educators which might be useful for future education.

Downloads

Download data is not yet available.

Author Biography

Fidelis Chosa Kastuhandani, Sanata Dharma University, Indonesia

Fidelis Chosa Kastuhandani, M.Hum., Ph.D. is one of the lecturers in English Language Education Study Program, Sanata Dharma University, Yogyakarta. He got his bachelor's degree from Universitas Sanata Dharma in 2004, majoring in English language education. He continue his education in English Language Studies Graduate Program, Sanata Dharma University, and got his Master degree in 2011. He got his Doctoral degree from Education Department of De La Salle University, Manila, in 2020. His research interests include educational technology and English language teaching and learning in higher education. He can be reached at chosakh@usd.ac.id.

References

Albaqami, R. (2022). The Role of Playing Video Games in Mastering English as a Foreign Language among Children in Saudi Arabia during the COVID-19 Lockdown. Open Journal of Modern Linguistics, 12(02), 238–264. https://doi.org/10.4236/ojml.2022.122019

Alizadeh, M. (2016). The Impact of Motivation on English Language Learning. In International Journal of Research in English Education (Vol. 1, Issue 1). www.ijreeonline.com

Andalib, E. (2024). Semi-Structured Interviews as the Foundation for Interdisciplinary Research About the Built Environment, Health, and Happiness (pp. 693–703). https://doi.org/10.18485/arh_pt.2024.8.ch80

Astuti, M. W., & Chakim, N. (2023). The Use of Digital Storytelling to Improve Students’ Speaking Ability in Secondary EFL Classroom. Journal of English Language Teaching and Literature (JELITA), 4(2), 2721–1916.

Bekele, W. B., & Ago, F. Y. (2022). Sample Size for Interview in Qualitative Research in Social Sciences: A Guide to Novice Researchers. Research in Educational Policy and Management, 4(1), 42–50. https://doi.org/10.46303/repam.2022.3

Bowman, S. L. (2010). The Functions of Role-Playing Games.

Creswell, J. W., & David Creswell, J. (2017). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches.

Deci, E. L., & Ryan, R. M. (1985). Conceptualizations of Intrinsic Motivation and Self-Determination. In Intrinsic Motivation and Self-Determination in Human Behavior (pp. 11–40). Springer US. https://doi.org/10.1007/978-1-4899-2271-7_2

Diobi, J. O., & Nashruddin, N. (2023). Communication Strategies Used by Students in English Learning-teaching. JELITA, 4(2), 133–146. https://doi.org/10.56185/jelita.v4i2.333

Ebrahimzadeh, M. (2017). Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games. English Language Teaching, 10(2), 1. https://doi.org/10.5539/elt.v10n2p1

Goh, C. C., & Burns, A. (2012). teaching speaking.

Guebba, B. (2021). British Journal of Philosophy, Sociology and History The Nature of Speaking in the Classroom: An Overview. https://doi.org/10.32996/bjpsh

Gunnell, K. E., Crocker, P. R. E., Mack, D. E., Wilson, P. M., & Zumbo, B. D. (2014). Goal contents, motivation, psychological need satisfaction, well-being and physical activity: A test of self-determination theory over 6 months. Psychology of Sport and Exercise, 15(1), 19–29. https://doi.org/10.1016/j.psychsport.2013.08.005

Hales, D. (2010). An Introduction to Triangulation.

Hatch, J. A. (2002). Doing Qualitative Research in Education Settings. State University of New York Press. https://doi.org/10.1353/book4583

Hayikaleng, N., Madhawa Nair, S., & Krishnasamy, H. N. (2016). THAI STUDENTS’ MOTIVATION ON ENGLISH READING COMPREHENSION. International Journal of Education and Research, 4(6). www.ijern.com

Horban, O., & Maletska, M. (2018). Basic approaches to the definition of the concept of “videogame” as an element of modern scientific discourse. Skhid, 0(3(155)), 27–31. https://doi.org/10.21847/1728-9343.2018.3(155).139675

Horowitz, K. S. (2019). Video Games and English as a Second Language The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico •. In American Journal of Play (Vol. 11, Issue 3). https://eric.ed.gov/?id=EJ1220304

Hughes, R., & Reed, B. S. (2016). Teaching and Researching Speaking Rebecca Hughes Second Edition. www.pearson-books.com

M. Alshabeb, A. (2024). Learning Vocabulary via Video Games: A Case Study of Saudi University Students. Arab World English Journal, 15(3), 321–332. https://doi.org/10.24093/awej/vol15no3.19

Moleong, L. J. (2021). Metode Penelitian Kualitatif (40th ed.). Remaja Rosdakarya.

Muñoz-Restrepo, A., Ramirez, M., & Gaviria, S. (2020). Strategies to Enhance or Maintain Motivation in Learning a Foreign Language. Profile: Issues in Teachers´ Professional Development, 22(1), 175–188. https://doi.org/10.15446/profile.v22n1.73733

Noble, H., & Heale, R. (2019). Triangulation in research, with examples. Evidence Based Nursing, 22(3), 67–68. https://doi.org/10.1136/ebnurs-2019-103145

Persson, G., & Richtoff, D. (2022). Video Games’ Effect on Language Learning Motivation. https://www.diva-portal.org/smash/get/diva2:1629040/FULLTEXT02

Purmama, N. A., Rahayu, N. S., & Yugafiati, R. (2019). STUDENTS’ MOTIVATION IN LEARNING ENGLISH. Professional Journal of English Education(PROJECT). https://www.researchgate.net/publication/337249596_Students’_Motivation_in_Learning_English

Roller, M. (2020). The In-depth Interview Method |.

Rudis, D., & Poštić, S. (2018). INFLUENCE OF VIDEO GAMES ON THE ACQUISITION OF THE ENGLISH LANGUAGE. Verbum, 8, 112–128. https://doi.org/10.15388/Verb.2017.8.11354

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Ryan, R. M., & Deci, E. L. (2019). Brick by Brick: The Origins, Development, and Future of Self-Determination Theory (pp. 111–156). https://doi.org/10.1016/bs.adms.2019.01.001

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

Saleh, S., Pd, S., & Pd, M. (2017). ANALISIS DATA KUALITATIF Editor: Hamzah Upu.

Saraswati, L. A., Rifai, I., & Farhan, M. (2023). Role Playing Game (RPG ) Video Games and Loneliness: An Analysis of Finding Paradise Narrative. Lingua Cultura, 16(2), 141–146. https://doi.org/10.21512/lc.v16i2.8192

Stone, Douglas., & Heen, Sheila. (2015). Thanks for the feedback : the science and art of receiving feedback well (even when it is off base, unfair, poorly delivered, and frankly, you’re not in the mood). Penguin Books, an imprint of Penguin Random House LLC.

Toufik, G. M., & Hanane, S. (2021). Investigating the Potential of Online Video Games in Enhancing EFL Learners’ Communication Skills. Universal Journal of Educational Research, 9(2), 292–298. https://doi.org/10.13189/ujer.2021.090205

Urhahne, D., & Wijnia, L. (2023). Theories of Motivation in Education: an Integrative Framework. Educational Psychology Review, 35(2), 45. https://doi.org/10.1007/s10648-023-09767-9

Vansteenkiste, M., Simons, J., Lens, W., Soenens, B., Matos, L., & Lacante, M. (2004). Less is sometimes more: Goal content matters. Journal of Educational Psychology, 96(4), 755–764. https://doi.org/10.1037/0022-0663.96.4.755

Winaldo, M. D., & Oktaviani, L. (2022). INFLUENCE OF VIDEO GAMES ON THE ACQUISITION OF THE ENGLISH LANGUAGE. Journal of English Language Teaching and Learning, 3(2), 21–26. https://doi.org/10.33365/jeltl.v3i2.1953

Zagal, J. P., & Deterding, S. (2018). Definitions of “Role-Playing Games.” In Role-Playing Game Studies (pp. 19–51). Routledge. https://doi.org/10.4324/9781315637532-2

Published
2024-12-31
How to Cite
Sanjaya, P. K., & Kastuhandani, F. C. (2024). The Learners’ Motivation to Speak English Through Role-Playing Games. JELITA, 6(1), 112-127. https://doi.org/10.56185/jelita.v6i1.863