Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary
One of the online-based games that are popular right now is PUBG. This online-based game is good to be used as an alternative for the student to learn vocabulary. This study aims to compare whether to learn English vocabulary through PUBG online game than pre adopted course. This paper utilized a pre-test and post-test questionnaire to gather the data. There are observations and reactions to digital games. This study indicated that after playing PUBG the students' mean score is significantly higher than before playing the game, showing the beneficial effect of using video games to improve students' English vocabulary. Video games have basic representations of perception that are interactive. Therefore, from an optimistic viewpoint, integrating video games into the learning process must be viewed. It is not a simple task to create video games packed with instructional features, but it is a standard solution to better understand their assignments. Via problem-solving, decision-making, conclusion-making and collaborative study with their peers, students learn cognitive and beneficial components in addition to fun. Not only do students know about the subject, but they also develop their personalities.
 M. Prensky, Use their tools! Speak their language. 2004.
 M. Prensky, “Fun, Play and Games : What Makes Games Engaging,” Scientist, pp. 1–31, 2013.
 D. Chostelidou, “A needs analysis approach to ESP syllabus design in Greek tertiary education: A descriptive account of students’ needs,” in Procedia - Social and Behavioral Sciences, 2010, vol. 2, no. 2, pp. 4507–4512.
 J. Milton, Measuring Second Language Vocabulary Acquisitio. Clevedon, UK: Multilingual Matters Ltd, 2009.
 B. Dóczi and J. Kormos, Longitudinal Developments in Vocabulary Knowledge and Lexical Organization. 2015.
 E. Ostertagová and O. Ostertag, “Methodology and Application of Oneway ANOVA,” Am. J. Mech. Eng., vol. 1, no. 7, pp. 256–261, 2013.
 J. Kirriemuir and A. McFarlane, “Literature Review in Games and learning,” Futur. Ser., no. 8, p. 39, 2004.
 B. H. Sørensen and B. Meyer, “Serious Games in language learning and teaching - A theoretical perspective,” DiGRA ’07 - Proc. 2007 DiGRA Int. Conf. Situated Play, vol. 4, pp. 559–566, 2007.
 F. W. M. Yip and A. C. M. Kwan, “Online vocabulary games as a tool for teaching and learning English vocabulary,” EMI. Educ. Media Int., vol. 43, no. 3, pp. 233–249, 2006.
Copyright (c) 2020 Sastradwija Putra Perkasa, Dedi Rahman Nur
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.