Melola Discovery

← Melola Discovery

Jurnal

Qualitative Meta-Analysis: The Effectiveness Of Video Games In Second Language Acquisition

Journal of Language Education and Educational Technology (JLEET) · Vol. 3 No. 1 (2018)

DOI
10.33772/jleet.v3i1.6688
ISSN
2502-3306
Published
2018-02-01
Publisher
Halu Oleo University
Language
eng

Abstract

The use of Computer Assisted Language Learning (CALL) in improving the capacity of language learners both for children and adults has been proved for the last decades. Each year new media has been designed to balance the development of technology especially in language educational aspect. The use of video games as the media in educational aspect has been started in 1970 and since then it keeps growing. Recent years, the appearing of video games in language learning and acquisition has been monitored. Though there was research that revealed some bad effects of video games for children, it was only applied for children that have no control over their game playing time. Also, it is not wise to look at negative effect of video games while we do not concern of its’ good effect. The objective of this study is to explore the effectiveness of the research that used video games as its media to improve the language proficiency and skill of the participants. By listing out the characteristic of each subject of research, it is then analyzed based on what ways the video games affected the language proficiency of the participants and the effectiveness of the video games used in the research. Then, it is concluded to the facilitative features of the video games toward language acquisition based on the result of analysis. In the end, the limitations of the study are listed and also recommendations for future studies related to the use of video games in language learning and acquisition are presented.

Collaboration network of the authors

7 authors · 9 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Halu Oleo
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Hanna HannaUniversitas Halu Oleo1
Mariani MarianiAffiliation unknown1
Zalili SailanAffiliation unknown1
Purnamasari PurnamasariAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://ojs.uho.ac.id/index.php/JLEET/oai, first harvested 30 Okt 2026, last seen 1 Nov 2026.
Original metadata (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Qualitative Meta-Analysis: The Effectiveness Of Video Games In Second Language Acquisition</dc:title>
	<dc:creator>Soeprianto Wibowo, La Ode Andi</dc:creator>
	<dc:creator>Hana, Haerun</dc:creator>
	<dc:creator>Sartiah, Sartiah</dc:creator>
	<dc:description xml:lang="en-US">The use of Computer Assisted Language Learning (CALL) in improving the capacity of language learners both for children and adults has been proved for the last decades. Each year new media has been designed to balance the development of technology especially in language educational aspect. The use of video games as the media in educational aspect has been started in 1970 and since then it keeps growing. Recent years, the appearing of video games in language learning and acquisition has been monitored. Though there was research that revealed some bad effects of video games for children, it was only applied for children that have no control over their game playing time. Also, it is not wise to look at negative effect of video games while we do not concern of its’ good effect. The objective of this study is to explore the effectiveness of the research that used video games as its media to improve the language proficiency and skill of the participants. By listing out the characteristic of each subject of research, it is then analyzed based on what ways the video games affected the language proficiency of the participants and the effectiveness of the video games used in the research. Then, it is concluded to the facilitative features of the video games toward language acquisition based on the result of analysis. In the end, the limitations of the study are listed and also recommendations for future studies related to the use of video games in language learning and acquisition are presented.</dc:description>
	<dc:publisher xml:lang="en-US">Halu Oleo University</dc:publisher>
	<dc:contributor xml:lang="en-US"></dc:contributor>
	<dc:date>2018-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://ojs.uho.ac.id/index.php/JLEET/article/view/6688</dc:identifier>
	<dc:identifier>10.33772/jleet.v3i1.6688</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Language Education and Educational Technology (JLEET); Vol 3, No 1 (2018): Journal of Language Education and Educational Technology</dc:source>
	<dc:source>2502-3306</dc:source>
	<dc:source>10.33772/jleet.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://ojs.uho.ac.id/index.php/JLEET/article/view/6688/4920</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2019 Journal of Language Education and Educational Technology (JLEET)</dc:rights>
</oai_dc:dc>