Implementing Computer-Assisted Language Learning (Call) for Vocabulary Building Through Spelvin Game

Penulis

  • Krishna Ika Saputra Universitas PGRI Ronggolawe Tuban

Kata Kunci:

CALL, Vocabulary

Abstrak

The teaching of vocabulary often brings students to the state of boredom. It occurs because they have not changed their learning habits; such as writing words on paper, trying to learn by heart or learning passively through the teacher's explanations and the boring strategies the teachers apply in vocabulary teaching. To help students reduce the disadvantageous condition and find vocabulary lessons more interesting, new strategies is important to consider. One of the strategies is by integrating computer-assisted games (CAG). This is worth trying since it may (1) reduce students‘ stress, thus brings in relaxation and fun for students; (2) creating more interesting learning atmosphere; (3) involve friendly competition; (4) bring real world context into the classroom

Referensi

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Dolati, Iran and Peyman Mikaili.2011. Effects of Instructional Games on Facilitating of Students‟ Vocabulary Learning. Australian Journal of Basic and Applied Science, 15(11): 1218-1224.Diakses tanggal 16 Agustus 2012. Evans, D. R., 1979. Games and Simulations in Literacy training. Tehran: Hulton.

Greddler, M. 1992. Designing and Evaluating Games and Simulations A Process Approach. London: Kogan.

Hartoyo. 2008. Individual Differences in Computer Assisted Langauge Learning. Semarang: UNES Press.

Kim, Lee Su, 2008. Creative Games for the Language Class. English Teaching Forum Online – Bureau of Educational and Cultural Affairs. Diakses pada tanggal 17 Agustus 2012.

Siek-Piskozub, T. 1994. Games for English Classroom. Warszawa: WsiP. Thornbury, R. Murray. 2002. How to Teach Vocabulary. England: Pearson Education Limited.

Uberman, Agniezka, 2010. The Use of Games: For Vocabulary Presentation and Revision .English Teaching Forum Online – Bureau of Educational and Cultural Affairs. Diakses pada tanggal 17 Agustus 2012.

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Warschauer, M. 1996. Computer Assisted Langauge Learning: An Introduction. Tokyo: Logos International.

Diterbitkan

2023-02-15

Cara Mengutip

Ika Saputra, K. (2023). Implementing Computer-Assisted Language Learning (Call) for Vocabulary Building Through Spelvin Game. THE PROCEEDINGS OF NATIONAL SEMINAR OF RETCO, 2(1), 155–162. Diambil dari http://prosiding.unirow.ac.id/index.php/retco/article/view/1799