The Role of Video Games in Learning English

  • Fenny Yutika Seli Universitas Media Nusantara Citra
  • Imam Santosa Universitas Media Nusantara Citra
Keywords: EFL, learning English, linguistics, video games, video game roles


The aim of this study was to elucidate the role of video games as medium to be applied in a technique of learning English in Indonesia. Playing games has a vital role as a means of enhancing learners' reading, writing, listening, and speaking capabilities. In addition, video games offer unique opportunities for learners to master English grammar and expand their vocabularies. Furthermore, playing video games has a pivotal role in motivating EFL learners to communicate using EFL through their challenges, active player interaction, audio and visual elements, as well as contexts. The qualitative descriptive analysis was employed to explore the roles of video games as an EFL acquisition technique through the distribution of a Google Form questionnaire containing 39 questions, to which 57 respondents gave their opinions. Through the analysis, the researcher was able to confirm the validity of the aforementioned roles; the average values of the responses indicated that, in overall, the respondents were either in agreement or strong agreement with the provided statements. However, the results of the questionnaire were only able to illuminate the roles of video games as a medium to be applied in technique of learning English specifically in Indonesia. Thus, the researcher suggests that there is an opportunity to utilize the presented data to support future studies of larger scopes.

Author Biographies

Fenny Yutika Seli, Universitas Media Nusantara Citra

Lecturer at Universitas Media Nusantara Citra

Imam Santosa, Universitas Media Nusantara Citra

Lecturer at Universitas Media Nusantara Citra


Alrajhi, A. S. (2020). Efl learners’ beliefs concerning the effects of accumulative gaming experiences on the development of their linguistic competence. Electronic Journal of Foreign Language Teaching, 17(2), 367–380,

Amin, F., & Wahyudin, A. Y. (2022). The impact of video game: “Age of empires ii” toward students’reading comprehension on narrative text. Journal of English Language Teaching and Learning, 3(1), 74–80.

Amin, N. M., & Bakar, M. S. A. (2022). The Perception of a local university students on playing video games and how this motivates english grammar, vocabulary and communication enhancement: Persepsi pelajar Universiti Tempatan Terhadap permainan video games dan bagaimana ia mendorong peningkat. Sains Insani, 7(1), 51–60.

Baydikova, N., & Davidenko, Y. (2019). Teaching Communicative grammar to technical university EFL learners. IOP Conference Series: Earth and Environmental Science, 272, 32170.

Bhardwaj, R. (2017). A study of theoretical framework of qualitative and quantitative research in social sciences. International Journal of Advanced Research in Management and Social Sciences, 6(5), 272–276.

Chinyere, U. F. (2022). A comparative study of selected language acquisition theories. Journal of Language and Linguistics, 7(2).

da Silva, R. L. (2014). Video games as opportunity for informal english language learning: theoretical considerations. The ESPecialist.

Etikan, I. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics.

Fithriani, R. (2018). Communicative game-based learning in EFL grammar class: Suggested activities and students’ perception. JEELS (Journal of English Education and Linguistics Studies), 5(2), 171–188.

Friedrichsen, A. (2020). Second language acquisition theories and what it means for teacher instruction.

Ghufron, M. A., & Ermawati, S. (2018). The strengths and weaknesses of cooperative learning and problem-based learning in EFL writing class: Teachers and students’ perspectives. International Journal of Instruction.

Hasanah, N., & Utami, P. T. (2019). Emerging challenges of teaching english in non-native english-speaking countries: Teachers’ view. English Language Teaching Educational Journal, 2(3), 112–120.

Hashim, H. U., Md Yunus, M., & Hashim, H. (2019). Video games: The game changer in teaching writing for ESL learning. International Journal of Innovation, Creativity and Change.

Jenpradab, S., & Kongthai, A. (2017). Interaction Strategies used in an online learning medium by tertiary level students in English for specific purposes course. ASEAN/Asian Academic Society International Conference Proceeding Series.

Kem, G. (2017). Opening a window to the world: Content-based Instruction, Cultural capital and critical pedagogy in an undergraduate EFL teaching program. Matices En Lenguas Extranjeras.

Kramiņa, I. (1999). Linguo-didactic theories underlying multi-purpose language acquisition.

Krashen, S. (1981). Second Language acquisition and second language learning (language teaching methodology series).

Lambert, V. A., & Lambert, C. E. (2012). Qualitative descriptive research: An acceptable design. Pacific Rim International Journal of Nursing Research, 16(4), 255–256.

Miranda, Z. N. (2016). Exploring the role of corrective feedback in helping grade 8. Rhodes University.

Moreira, D. M. M., & Montes, L. C. Z. (2021). Active listening techniques in the language skills of the upper basic of the San Cayetano Chone educational unit. Linguistics and Culture Review, 5(S2), 934–947.

Nemoto, T., & Beglar, D. (2014). Likert-scale questionnaires. JALT 2013 Conference Proceedings, 1–8.

Ningtyas, A., & Suganda, S. (2020). Video Games as motivators of English vocabulary acquisition and reading.

Osma-Ruiz, V. J., Sáenz-Lechon, N., Gutiérrez-Arriola, J. M., Argüelles-Álvarez, I., Fraile, R., & Marcano-Ganzo, R. (2015). Learning English is fun! Increasing motivation through video games. Iceri2015.

Putri, N. S., & Muryanti, E. (2020). Video game series dalam pengucapan bahasa Inggris anak usia dini. Jurnal Pendidikan Tambusai, 4(3), 3026–3037.

Ramadhan, S. (2016). Students’ Perception Towards video games to acquire English vocabulary. Universitas Brawijaya.

Reinders, H., & Wattana, S. (2011). Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture and Education, 3, 4–28.

Richards, J. C., & Rodgers, T. S. (2014). Approaches and methods in language teaching (3rd ed.). Cambridge University Press.

Rofiq, A. (2016). A phonological outlook on the difficulties of learning English and its implication on the teaching English as a foreign language. Disponible En.

Rudis, D., & Poštić, S. (2018). Influence of video games on the acquisition of the English language. Verbum.

Skinner, B. F. (1957). Verbal behavior. In verbal behavior. Appleton-Century-Crofts.

Supina, S. (2018). Four Basic skills proficiency based on students’ perception in hospitality & tourism study program, Bunda Mulia University. Journal of English Language & Culture, 8(2),

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.

Vedastus, R. W. (2018). Faculty of education. St Augustine University of Tanzania.

Wilen-Daugenti, T. (2009). Edu: Technology and learning environments in higher education. New York: Peter Lang.

Wittenberg, R. (2000). Keith F. Punch: Introduction to social research. Quantitative and qualitative approaches. Kolner Zeitschrift Fur Soziologie Und Sozialpsychologie - kolner z soziol sozialpsychol, 52, 180.

How to Cite
Seli, F. Y., & Santosa, I. (2022). The Role of Video Games in Learning English. IJLECR (International Journal of Language Education and Cultural Review), 8(2), 56-67.