Professional Documents
Culture Documents
BY
I Gede Heri Sanjaya
1512021088 (6C)
According to Wilson, R, 2010 (As cited in Nachimuthu & Vijayakumari, 2011) Game
is a combination of activities which has goals, constraints, payoff, and consequences. Usually,
2 or more players are involved in this combination of activities. There is also a term called
“Educational game play” Garris, R & Robert Ahlers 2002 (as cited in Nachimuthu &
Vijayakumari, 2011) define it as “Voluntary, non-productive, and separate from the world”.
Nachimuthu & Vijayakumari, (2011) also explained that a game which is
motivational can increase students’ attention, but it has its own limitations. A long-term use
of the motivational game also can have a negative impact.
On the other hand, virtual reality is a technology which can give the user an
experience of interacting with a computer-simulated environment (Mandal, 2013). The term
“virtual reality” is the most often used term refers to this technology. Besides that, there are
many other terms for that which are: synthetic experience, virtual worlds, artificial worlds,
and artificial reality which has the same meaning. One of the functions of virtual reality is to
give the user an opportunity to go to an inaccessible place without really going to the exact
place. The deice will simulate the trip virtually so the user can see and feel that they are
actually in that place. the way this device work is simple. It uses what called as a stereoscopic
display. It is a technique to make a three dimensional effect and creating an illusion of depth
although it actually a flat images. The movement on the display is controlled by tracking the
users’ head motion so what will be rendered on the display will the same as the movement
that the user makes. Beside that, to increase the experience of exploring the virtual world,
there is some extra sensor added like sound and tactile feedback for touch. Virtual reality is
often used in teaching are often in a form of game.
Kate Fisher of the Center of Game Science once said “By creating a way for people to
participate and find the subject engaging, it gives them agency to learn about science”
(reported in Krigman, 2013, n.p.) one of the ways is to modify a material into a game or what
called as gamification. According to Banfield & Wilkerson, 2014, Gamification help to
increase students’ Intrinsic and extrinsic motivation dramatically.
A research also proved that applying games on the lesson, especially in english, get a
positive response from the student (Vasileiadou & Makrina, 2017) it is effective and also
enjoyable for teaching English, especially in vocabulary mastery. According to Gee, 2007 in
Vasileiaou & Makrina, 2017, computer games provide the student a safe environment about
which to practice. It also provides challenges to either high and low achieving students
because the difficulty levels in the game are variated to suit the students’ ability and these
levels are constantly changing.
As an addition, learning motivation is related to learning engagement. Gee, 2003,
2009 (As cited in Ke, Xie, & Xie, 2016) stated that learning engagement is a set of some
goal-directed behavior and reflection point out an involvement in learning.
CHAPTER III
RESEARCH METHODOLOGY