The Teenagers Perception on The Playing of Atlantica Online Game in English Vocabulary Mastery

This Thesis entitled “The Teenagers’ Perception on The Playing of Atlantica Online Game in English Vocabulary Mastery” This is a research of the influence of online gaming in the development of English vocabulary mastery teenagers. The purpose of research is that today’s teenagers play games not just for fun, we can learn English while playing games. This research uses qualitative methods. This research uses behaviorism theory. This research is conducted in Medan and several gamers became participant. Data of the research are the words contained in Atlantica Online, books, journal, and article who made inquiries to find meaning in Indonesian. The data source of this thesis is online game ‘Atlantica Online’. To make easy the finding of research results, the researcher use tables and diagrams. The results showed that, how frequently teenagers influential within understanding the vocabulary mastery contained in Atlantica Online.

Authors

Institutions

Publication Details

Journal
Vernacular Linguistics Literature Communication and Culture Journal
Published
2024-08-30
DOI
https://doi.org/10.35447/vernacular.v4i1.900
Primary Topic
Educational Technology and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Teenagers Perception on The Playing of Atlantica Online Game in English Vocabulary Mastery

Jhuan Carlos Butar-Butar, Djauzi Ilmi
Vernacular Linguistics Literature Communication and Culture Journal
Educational Technology and Pedagogy
article

The Teenagers Perception on The Playing of Atlantica Online Game in English Vocabulary Mastery

Jhuan Carlos Butar-Butar, Djauzi Ilmi
article en

Abstract

This Thesis entitled “The Teenagers’ Perception on The Playing of Atlantica Online Game in English Vocabulary Mastery” This is a research of the influence of online gaming in the development of English vocabulary mastery teenagers. The purpose of research is that today’s teenagers play games not just for fun, we can learn English while playing games. This research uses qualitative methods. This research uses behaviorism theory. This research is conducted in Medan and several gamers became participant. Data of the research are the words contained in Atlantica Online, books, journal, and article who made inquiries to find meaning in Indonesian. The data source of this thesis is online game ‘Atlantica Online’. To make easy the finding of research results, the researcher use tables and diagrams. The results showed that, how frequently teenagers influential within understanding the vocabulary mastery contained in Atlantica Online.

Vernacular Linguistics Literature Communication and Culture JournalVol. 4(1)
Pelita Harapan University (ID), Universitas Harapan Medan (ID)
Openalex Percentile: Top 87%
Educational Technology and Pedagogy
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.