Proposal Rizqi Marysa
Proposal Rizqi Marysa
OCABULARY MASTERY
Rizqi Marysa
11190140000013
Department of English Education
Faculty of Tarbiyah and Teaching Science
Syarif Hidayatullah State Islamic University Jakarta
2023
CHAPTER I
INTRODUCTION
A. Research Background
In our rapidly evolving digital age, where technology intertwines with every f
acet of our lives, the realm of education and language learning has not remained untou
ched. The fusion of English language learning with digital games represents a dynami
c and innovative approach that holds immense promise. English has become the worl
d’s largest and most widely spoken lingua franca, with over 1.5 billion speakers world
wide (Inayah et al., 2020). This emphasizes that the English teaching method needs to
remain with technological advancements in the modern age. Based on data from the C
entral Statistics Agency, the Indonesian population in the age group 0-19 years in 202
1 is 88.3 million. This group is expected to become the ‘Generasi Emas Indonesia’ in
2045, the generation of superior and globally competitive human resources. As we em
bark on this exploration, we delve into a captivating world where traditional language
acquisition meets the immersive and interactive experiences of digital gaming. The M
inistry of Communication and Informatics, particularly the Directorate of Digital Eco
nomy, is an enabler in supporting school digitization programs initiated by the Ministr
y of Education and Culture, Research and Technology (Kemendikbudristek) as the lea
ding sector in the education sector. Directorate of Basic Education Teachers from kem
endikbud, Irfana Steviano, said the pandemic prompted technological disruption and d
igital transformation in the education sector. This emphasizes that the English teachin
g method needs to remain with technological advancements in the modern age. Additi
onally, these advancements have given teachers the construct needs to support individ
ual learning processes better. Siron et al., (2020) stated that this transition drives all ed
ucational institutions to engage technology in learning. English is a compulsory subje
ct in Indonesian schools, starting from elementary levels. Many universities and highe
r education institutions also offer English-taught programs to attract international stud
ents and foster global competence among Indonesian students.
Coming up with ideas that there are various ways that students could experien
ce and used the English language beyond the classroom was one strategy for greater e
ngagement for vocabulary learning (Scholz, 2017). Students comprehend and enjoy e
ngaging with various sources of English language learning that interest them, which i
ncluding television, films, videos online, online games, English language learning we
bpages, audiobooks, music, and visual novel. For many people, online games are a tec
hnologically advanced leisure activity (Sundqvist & Sylvén, 2016).
The online game could also be used as a supplementary for school classes, wit
h the goal of strengthening and supporting memory with practical use (Hasram et al.,
2021). Online game were usually using English as their main or default language. In o
rder to be able to understand content inside the game. However, English language mas
tery become seemingly a crucial issue to be discussed in Indonesia. Obviously, Indone
sian students were difficult to use English in their daily activity. Because English was
a foreign language in Indonesia, the students tend to use English only in their English
classes. English language learning was introduced as a compulsory subject from elem
entary to tertiary level. To some extent, English language learning was implemented a
s general subject at tertiary level. Creating the appropriate English classes becomes a
challenge for English teachers in Indonesia in order to require students to comprehend
word in English.
One platform that has gained immense popularity among students, especially a
mong the gaming and online communities, is Discord. The transfer of new knowledge
in the form of interactive multimedia learning gamification also makes it possible to e
xplain various topics in a fun way, especially vocabulary learning. Discord is primaril
y known as a communication platform for gamers, but it has evolved into a versatile t
ool that offers a unique learning environment. Discord's popularity in education is on t
he rise, with many educators recognizing its potential as a collaborative learning platf
orm. The platform allows students to create or join servers, each dedicated to a particu
lar subject or topic. These servers can serve as virtual classrooms where students and t
eachers can interact, share resources, and engage in discussions.
Based on the research background, the researcher identified some of the proble
ms:
1. The lack of vocabulary mastery is a significant problem for English students in the
learning context.
2.
The insights into how digital game phenomenon influences language learning and vocabulary.
Based on the identification of the problems above, the problems of this study a
re formulated as follows:
1. What are the EFL undergraduate students outside the major of English
Department perception of using Discord on their vocabulary mastery, particularly
in the context of foreign language acquisition?
1. To know and describe EFL undergraduate students outside the major of English
Department’s perception on Discord, learning opportunities, experiences, and pref
erences.
Based on the identification of problems, the problems of this research are limit
ed as follows:
1. This research only focuses on EFL undergraduate students outside the major of En
glish department
2. This research only focuses on the perception toward digital game Discord.
The results of this study are expected to have more than just some meaning. N
ot only theoretically, but also practically. Researchers believe that the results of this st
udy provide students, teachers, lecturers, or future researchers, new information, new
perspectives. This research attempts to shed more information on the variables that rel
ated to the success of students outside the major of English department in the context
of learning vocabulary.
Meanwhile, this research is slightly more developed than the previous studies
because it involves EFL students’ perceptions of digital game Discord in Indonesia sin
ce there is a gap between EFL/ESL learners from overseas. The researcher deliberatel
y involves students from outside English department so that the researcher expects tha
t this research will show what the result of the success of learning vocabulary from th
e students who barely know English through digital game Discord.
CHAPTER II
LITERATURE REVIEW
A. Perception
1. Definition of Perception
Perception refers to a person’s ability to arrange their observations, such as the
ir ability to distinguish, classify, and focus. People, from their point of view, build
what they perceive, and then they strive to gain wealth for their delight
(Soraya, 2018, p.186)
. Perception, as defined by Rahmat and quoted in
Arifin et al. (2017, p. 90)
, is information about things, events, or relationships received through inferrin
g information and interpreting messages. Perception, on the other hand, is defined
by Sugihartono in Arifin et al. (2017) as the ability of the senses to translate stimul
us or the act of turning stimulus into human insights. Walgito in (Zain et al., 2018)
also stated that, “Perception is a process that preceded by sensing, which is a tangi
ble process of receiving a stimulus by individuals through their receptors. The psy
chological processes and sensing results from thinking process”. In addition, the n
ature of likes and dislikes, likes and dislikes about something object will give rise
to an image in the formation of perception.
According to the definition above, perception occurs as a result of each individ
ual’s experience and feelings. Students’ perceptions, according to this study, play
an important role in the learning process because teachers need to know their stud
ents’ preferences regarding their learning styles, interests, and other factors that ca
n influence their learning results.
2. Types of Perception
According to Shafaruddin and Suryadi (2013), there are two kinds of perceptio
n, namely external perception; namely the perception that occurs because of the sti
mulation that comes from outside the individual and self-perception; namely the p
erception that occurs because of the stimulation that comes from within the indivi
dual. In this case the object is itself. Individuals can comprehend and learn the pos
ition of the environment around them as well as the state of themselves as individu
als through perception (Sunaryo, 2004: 45).
The process of understanding the stimulus obtained by the senses causes perce
ption according to Bjorklund (2000) divided into several types including: visual p
erception, auditory perception, tactile perception, smelling perception or olfactory,
perception of taste.
3. Process of Perception
Mar’at (1991) stated perception is a cognitive process that is modified by expe
rience, perspectives, and individual knowledge. Individual components will play a
role in determining the availability of answers in the form of attitudes and behavio
r of individuals towards existing objects, while experience and learning process wi
ll provide shape and structure to objects captured by the five senses.
Walgito (2002:22) states that the occurrence of perception is something that oc
curs in the following stages:
a) The first stage, which is known as the natural process or physical process, i
s the process by which a stimulus is captured by the human senses.
b) The second stage, which is known as the physiological process, is a proces
s forwarding of the stimulus received by the receptors (sensory organs) thr
ough the nerves sensory.
c) The third stage is the stage known as the psychological process, namely th
e process of raising individual awareness of the stimulus received by the re
ceptor.
d) The fourth stage is the result obtained from the perception process, namely
in the form of responses and behaviours.
B. Vocabulary
1. Definition of Vocabulary
Vocabulary is a core component of language proficiency and provides much o
f the foundation for how well learners speak, listen, read, and write
(Richards & Renandya, 2002)
. As defined by Nunan (1999: 101), vocabulary is a list of terms fr
om the target language. Meanwhile according to
Richards and Schmidt (2002: 580)
, vocabulary is a variety of lexemes, which includes single words, compound wo
rds, and idioms.
Vocabulary is the total number of words in a language. All words known or us
ed by a person or used in a given book, subject, etc.; a list of words with all their
meanings, especially those accompanying textbooks (Hornby, 1995: 1331). These
meanings show that, in addition to other English elements and skills, vocabulary is
the first thing that English learners should study in order to understand the langua
ge.
The additional definition of vocabulary is given by Hatch and Brown (1995: 1),
they claim that it refers to a list or set of terms for a certain language or a list or se
t of words that particular language speakers may employ. Ur (1994: 60) describe v
ocabulary as the words we teach in the foreign language. Brown (2001: 377), state
d vocabulary as just a list of uninteresting words that students must learn the defin
itions for and by memory. Lexical forms are considered as playing a crucial part i
n contextualized, meaningful language.
Vocabulary then defined by Hebert and Kamil (2005: 3) as the knowledge of
word meanings. The word “vocabulary” can mean many different things. For insta
nce, some educators refer to students’ ability to immediately recognize words in p
rint as having sight-word vocabularies; other educators refer to students’ understa
nding of words as having meaning vocabularies. Still some educators use the wor
d to refer to their understanding of words they hear being used in spoken language
or how they perceive vocabularies. Academic vocabulary is a term that content tea
chers use to describe words that are subject-specific. The term “vocabulary” as us
ed in this section refers to students’ comprehension of both spoken and written ter
ms. The conceptual understanding of terms in vocabularies extends well beyond th
eir simple definitions in dictionaries. As students develop connections from one te
rm to another terms, learn examples and non-examples of the term and related ter
ms, and correctly utilize the term within the context of the sentence, their vocabul
ary knowledge grows over time (Snow, Griffin, & Burns, 2005).
From definitions above, it can be concluded that vocabulary is a list of words a
s an essential component of language ability and involves three aspects: meaning,
use of the word, and form (pronunciation and spelling).
3. Vocabulary Mastery
The mastery of vocabulary is one of the essential competencies that must be g
ained when studying English. Richards and Renandya (2002) stated that a crucial
element of language skills is vocabulary, which lays a lot of the groundwork for h
ow effectively students talk, listen, read, and write. Therefore, it should be simple
to use effective English vocabulary in all contexts, including business, education,
and communication with international audiences. Since languages themselves are
made up of a variety of vocabularies, learning a language cannot be isolated from
learning a vocabulary.
Vocabulary mastery refers to a diverse range of skills of words in a language,
which contain details about their meaning, form, and usage in communication con
texts. Before learning English, students must also learn this fundamental concept;
word meaning (synonym, antonym, connotation, and denotation), word extensions
like idioms, word combinations or collocations, and word grammar (nouns, verbs,
adjectives, and adverbs) must all be covered. Gairns and Redman (1986) added tha
t in order to properly comprehend a term, a learner must understand not only what
it refers to but also the distinctions between it and words with similar meanings.
The development of someone’s vocabulary was formerly thought to be a negle
cted component of learning a language, but over the last three and a half decades,
a study in this area has exploded (Lorenset & Tumolo, 2019).Since mastering new v
ocabulary is frequently the first step toward learning the building components that
make up whole messages in communication, mastering new vocabulary is crucial.
Lorenset and Tumolo (2019) stated mastering a new language often involves
memory work. Encoding, storage, and retrieval are the three phases of the memor
y process that must occur for successful learning, according to Mcdermott and Roediger (2014)
. Encoding refers to the initial mastery of knowledge, storage refers t
o the preservation of knowledge over time, and retrieval refers to the capability of
obtaining knowledge when needed.
Mcdermott and Roediger (2014) also stated that encoding is the initial experie
nce of observing and absorbing knowledge in someone’s environment. It is compe
tent (people constantly encode events in their life in an effort to understand them)
and selective (where people attend to some information while ignoring others). Ad
ditionally, there appears to be consensus in the field that certain events or pieces o
f knowledge stand out and are easier to recall than others. For instance, memories
that are emotionally charged and vivid may be easier to recall than ones that are n
ot.
Storage, or the capacity to store information in the brain, is the second stage of
the memory process. According to Mcdermott and Roediger (2014), the brain adju
sts itself to keep information that leaves memory traces through a consolidation pr
ocess after experiences have been recorded inside the neurological system. Accord
ingly, memory is a construction of what you actually recall from an event and wha
t you believe happened: remembering is a reconstruction of the past using memory
traces in storage, not a precise replication of it.
Retrieval is the crucial third stage of the memory process. People encode and s
tore a great deal of data and events every day, which leaves memory traces in the
brain. Retrieval involves getting at these memories. However, because people onl
y recall a small percentage of their lives, the majority of these memories will neve
r be applied or even consciously brought back to memory. Additionally, because
“memory is always changing,” every time an event is retrieved, it is changed
(Mcdermott & Roediger, 2014).
Events must therefore be encoded along with memory traces that will bring ba
ck stored information or recalled events to increase language learning and memor
y. In addition, “we should build meaningful cues that remind us of the original exp
erience, and those cues should be distinctive in order to maximize retrieval.”
(Mcdermott & Roediger, 2014)
.
In addition, according to Grauberg (1997: 15) the process of learning vocabula
ry involves four stages:
a) Discrimination
This is the basic step. It entails the ability to discern sounds and letters from th
ose next to them as well as from the sounds and letters of comparable words w
hen listening and reading, as well as keeping them distinct when speaking and
writing. Failure to distinguish is a common source of inaccuracy, as will be se
en later.
b) Understanding meaning
This includes understanding the concept of the foreign word or phrase. Often, t
his is simple because the word can be directly associated with its referent or be
cause there is an analogous word in English.
c) Remembering
After introducing and explaining new material, the following step is to ensure
its retention. Once learners have determined the meaning of a word, they have
no need to return to it, and it will be forgotten.
4. Types of Vocabulary
Hiebert and Kamil (2005: 3) propose that words have two types: oral vocabula
ry and textual vocabulary. Oral vocabulary is the collection of words for which we
know the meanings when we speak or read aloud. Second, textual vocabulary incl
udes words whose meaning is recognized while we write or read silently.
Meanwhile according to Nation (2001), vocabulary also has two types. They h
ave receptive as well as productive vocabulary. Receptive vocabulary is made up
of terms that both native speakers and foreign learners recognize and understand b
ut rarely use; it is utilized passively in either listening or reading. Productive voca
bulary is actively used whether speaking or writing.
As defined by Good in (Julita, 2011), there are four types of vocabulary, such
as oral, writing, listening, and reading vocabulary. A person’s or a group’s vocabu
lary is utilized to express ideas vocally and actively. Writing vocabulary referred t
o words that are frequently employed in writing, listening vocabulary related to pe
ople who understood what they heard, whereas reading vocabulary referred to wor
ds found in writing form. According to Good (Nurdin, 2009), active vocabulary is
the function words of a language that are learnt and understandable in speaking, re
ading, and writing. While passive vocabulary refers to words that students will ide
ntify when they encounter them in reading and listening, they will most likely be u
nable to produce them.
C. Digital Game
Here are some key characteristics and elements commonly associated with dig
ital games:
1. Graphics and Audio: Digital games often feature colorful graphics and imm
ersive audio to create engaging and visually appealing experiences for players.
2. Interactivity: Unlike traditional forms of entertainment like movies or books,
digital games are interactive. Players make choices and take actions that influence
the game's outcome, making each play-through unique.
3. Objective: Most digital games have specific goals or objectives that players
must achieve to progress or win the game. These objectives can range from defeati
ng enemies, solving puzzles, or reaching a certain score.
4. Game Mechanics: Game mechanics are the rules and systems that govern h
ow the game functions. They include elements like player movement, physics, cha
racter abilities, and resource management.
5. Genres: Digital games come in a wide variety of genres, including action, a
dventure, role-playing, strategy, simulation, sports, and more. Each genre offers a
different style of gameplay and experience.
6. Platforms: Digital games can be played on various platforms, including pers
onal computers, gaming consoles (e.g., PlayStation, Xbox), mobile devices (e.g., s
martphones and tablets), and web browsers.
7. Multiplayer: Many digital games offer multiplayer modes, allowing players
to compete or cooperate with others online. This has led to the rise of online multi
player gaming communities.
Digital games have become a significant part of modern entertainment and cul
ture, with a massive global industry encompassing game development, esports, str
eaming, and related content creation. They offer players a wide range of experienc
es and have evolved significantly since the early days of arcade and console gami
ng. In general, digital games are often described as situations in which individuals
interact with virtual reality. Most of the time, video devices like computer displays
gaming consoles, and television screens are used for this interaction between indi
viduals and digital technology. By gamers, this is sometimes referred to as a platfo
rm. A mouse and keyboard for your TV platform, for example, a joystick and butt
ons for controlling games through the touch screen of game consoles, or mobile de
vices for playing gadgets like smartphones and tablets, are common controllers. D
ifferent game controllers can change depending on which platform you choose to
play on (Lorenset & Tumolo, 2019).
Additionally, Lorenset and Tumolo (2019) emphasized that teachers and educa
tors should consider the students’ skills, experiences, and prior knowledge while
making pedagogical and conceptual decisions. Digital games can be viewed in this
context as a learning innovation tool that may enable active and meaningful learni
ng in context, as well as player interaction, enhancing opportunities to experience
and visualize ideas and new worlds, as well as facilitate players’ creativity and int
erest in a wide range of subjects and areas.
As said by Rasti-Behbahani (2021), feedback has been cited as a critical comp
onent of vocabulary learning in the currently available DGBVL (Digital Game-Ba
sed Vocabulary Learning) literature. However, the nature and purpose of feedback
in digital games vary considerably. In commercial video games, for example, feed
back reveals how well players performed while playing. Furthermore, he claimed t
hat students had gained a better understanding of the digital game. This could kee
p them motivated long enough to persuade them to beat the competition and obtai
n a higher profile, score, and so on to brag about in the upcoming debate.
1. Engagement: Digital games are inherently engaging and can capture and hol
d the attention of learners. The interactive and immersive nature of games motivat
es students to actively participate in the learning process.
4. Adaptability: Many educational games can adapt to the skill level and progr
ess of individual learners. They can provide challenges that are appropriately matc
hed to the learner's abilities, ensuring that the learning experience is neither too ea
sy nor too difficult.
5. Retention: The interactive and engaging nature of games can improve infor
mation retention. Learners are more likely to remember concepts and information
learned through gameplay compared to passive forms of learning.
12. Data and Analytics: Many digital learning platforms offer data and analytic
s tools that track learner progress and performance. This information can be used t
o assess the effectiveness of the learning experience and make data-driven improv
ements.
13. Cost-Effective: In the long run, digital games can be cost-effective tools fo
r learning. Once developed, they can be used repeatedly without the need for addit
ional materials or resources.
It's important to note that while digital games offer numerous advantages for le
arning, they are most effective when integrated thoughtfully into a well-designed e
ducational program. The alignment of game content with learning objectives and p
roper guidance from educators or facilitators are crucial for maximizing the benefi
ts of educational games. To summarize, there is still much to be discovered about
using digital games to teach and learn languages. Future practice and research on t
hese domains will expand the complex knowledge base. It is certain that creating,
executing, and assessing digital games with pedagogy at the forefront will produce
both significant research findings and meaningful world language learning experie
nces.
According to the explanations above, games can help students not only play ga
mes but also learn lessons. Furthermore, learning through games is preferable to tr
aditional methods, such like focusing the teaching-learning activities exclusively o
n the teacher. It means that learners can learn while having fun by playing a game.
The Indonesian government has recognized the potential of the gaming industr
y and has shown support through various initiatives and policies. This includes fu
nding for game development, organizing game-related events and conventions, an
d efforts to promote esports. Some Indonesian games and developers have gained
recognition on the global stage. Titles like "DreadOut" and "Coffee Talk" have rec
eived positive reviews and awards from international gaming communities.
Mulachela et al. (2020) add that the game industry that has been formed today
cannot be separated from the influence of social media. Social media is a place for
the formation of communities of game lovers who support the existence of the exi
sting game market, and this community can be seen in return for the success or fai
lure of a game product. This is due to the existence of games that are intended to b
e products that are enjoyed by buyers, and the existence of these communities whi
ch illustrates the potential of the game market. The community that is formed is al
so a representation of local and international communities in the market. With a p
opulation of over 270 million people, Indonesia represents a substantial market for
both local and international game developers. The country's young demographic, i
ncreasing urbanization, and expanding middle class have contributed to a growing
player base.
In 2017 the revenue of the game industry in Indonesia was recorded to have re
ached a very high amount of 13,143,680,000,000 IDR. It can be seen from the dev
elopment of the game industry in Indonesia from the beginning of 2015 it can be s
aid to be very high, and the market reach of the game industry is very wide. Wher
e every smartphone owner is a potential customer. There are 43.7 million active ga
me consumers (gamers) in Indonesia, this makes Indonesia ranked 16th worldwid
e in terms of game revenue (New Zoo, 2017).
Indonesia has seen the emergence of numerous game development studios, bot
h small indie developers and larger companies. These studios create games for var
ious platforms, including mobile, PC, and console. Some notable Indonesian game
studios include Agate, Toge Productions, and Touchten Games.
It can be seen that Indonesia has enormous potential in the gaming industry. W
e cannot deny that this digital game has indeed become the target of entertainment
from all walks of life, one of which is students. In this case, the researcher takes th
e opportunity to change all the speculation about digital game as an exciting new l
earning environment for students in Indonesia.
D.Discord
use in the system based on Windows, iOS, Android, Linux, even Mac. Discord app
has various facilities to communicate that other applications do not have. One of the
features to use for communicates such as a telephone. This feature allows educators to
convey material freely to students (Rakhmawan, Aditya, et al., 2020). Discord,
primarily known as a communication platform for gamers, was created with the aim
of providing gamers a reliable and feature-rich platform for communication and
collaboration. It was developed by Jason Citron and Stanislav Vishnevskiy and was
officially launched on May 13, 2015. To access the Discord application, researchers
was used convenient software such as Microsoft, Android, and iOS. According to
(Pressman, 2002) states that software is a command program that is contained in a
computer. When executed by the user, it was provided a number of functions while
displaying the information desired by the user. Therefore, the teaching and learning
process was ran smoothly using the software. Even though there are numerous ways
to communicate while gaming online, many of them are restricted to specific
platforms or consoles. Discord is one of the most popular online communication
platforms for gamers with over a quarter-billion users, it is the most popular social
media platform.
Citron, who was 23 years old at the time, released his first game for the iPhone
in 2008. However, a year later, he changed direction a bit. The video game element is
still felt but this time in the form of social media. Citron and his team began working
on Discord in 2014. They aimed to create a platform that was user-friendly, reliable,
and tailored specifically to the needs of gamers. They recognized that existing chat
and voice communication services, like Skype and TeamSpeak, had limitations and
were not optimized for gaming. It was 2014, as a platform that tends to be similar to a
voice calling app lication, even though it's actually designed for games, it's clearly
difficult for Discord to thrive. People are more familiar with other platforms such as
Skype which is currently very popular.
Discord was officially launched to the public on May 13, 2015. It quickly
gained traction in the gaming community due to its ease of use, low latency voice
chat, and the ability to create and manage servers for different gaming communities.
Discord's success attracted investors, and the company secured significant funding
rounds. Partnerships with game developers and publishers also helped integrate
Discord into various gaming ecosystems. While Discord was initially designed for
gamers, its user base expanded beyond the gaming community. Users found Discord's
platform useful for various interest groups, including hobbyists, study groups, and
professional communities. In January 2017, Discord introduced Discord Nitro, a
subscription service that offered enhanced features, including higher quality screen
sharing, custom emojis, and a Nitro badge for users. This provided a revenue stream
for Discord to sustain its services and development. Discord continued to evolve by
adding screen sharing and video call features, making it a comprehensive
communication platform beyond text and voice chat. The platform's community-
driven nature led to the creation of numerous servers, some of which amassed
millions of members. Discord became a hub for content creators, streamers, and
communities to engage with their audiences.
TAMBAHIN REFERENCES
Recent Developments
Entering 2019, Discord is becoming more mainstream. Its users are no longer
specific and limited to gamers, but are starting to target a much wider audience. One
of the reasons is that many game influencers have their own Discord servers.
Youtuber Sara Dietschy is one of them. That year he created his own Discord server
which he used to communicate with fans. Everything Discord presents seems to suit
most of us, many countries use Discord as a learning media.
Moreover, Discord is a fairly private social media. As Facebook founder Mark
Zuckerberg once said, “this is something that many people crave.” Make this
application more interesting and become more popular to the other audience.
TAMBAHIN REFERENCES
This application is completely free to use. We can even create our own voice
chat server with friends, relatives, or even parents. A graphic from the official website
that compares this voice chat tool to others such as Team Talk, RaidCall, and Skype.
This software is also available for free for Android and iPhone.
To define the platform's structure, Discord uses the metaphors of servers and
channels. On Discord, a user can make a server, manage its public visibility and
access, and create one or more channels within it. Users can construct channels within
a category framework within a server, based on access limits. Text-based and voice-
chat channels can be created by users. Access to and visibility of the channels can
both be customized. One such customization is the ability to label channels as
"NSFW" (not safe for work), which requires first-time channel visitors to certify that
they are over the age of 18 and ready to view such material.
2. To set up our account, click on the circle icon in the bottom right-hand corner, and
then select My Account.
3. After those steps, we can add our friends by sending friend request, add them in a
Server.
4. Start by pressing the green + sign button in the left sidebar to manually enter an
invite link we’ve received.
If you would like to conveniently and securely login into the Discord desktop client,
you can also use the QR Code Login feature via the Discord mobile app to do so.
1. In order to use QR Code Login, start by logging into your Discord account on the
mobile device.
2. Then open the User Settings menu by pressing your profile icon in the bottom left
corner.
3. Once you’ve been redirected to the Overview page, select the Scan QR
Code option to enable your camera mode for the QR scan.
4. After the scanner is triggered, simply line up the box with the QR code on the
desktop screen. and then you’ll be asked to verify your Discord login on the mobile
device.
Discord Application Features
The reason that researcher chose the Discord application compared to the
other applications was because there were fewer Discord users in Indonesia, and it
tends to only be used by gamers and some influencers. However, another reason that
makes researcher more interested was the features of Discord itself, where Discord
has many very useful features those other social media platforms did not even have,
here are some features that Discord provide for its users:
1. Server: This feature is actually similar to the group features of other social media
platforms, the difference are the reach, capacity, and there is a "Channel" feature that
could be custom made or more specific topic in it. The capacity of 1 server in Discord
can accommodate 800,000 users, and of course this facility is free.
Discord gives you the power to create an invite-only home for your friends or
community - a place where you can talk, hang out, and have fun.
You can join or create servers for all kinds of communities; book club, a dance class ,
a study group, or just some friends you want to spend time with.
2. Channel: To make it even easier to use, channels are available in both text and
voice formats. Individual channels on the server can also be made private, allowing
only those who have been invited to use them. Discord allows people live in channel
and share their screen, having an online meet, audio talks, and others.
Text channels are separate spaces for talking over text. They keep conversations
organized and give everyone plenty of room to talk. Create separate channels for all
the topics your group likes to talk about--from fishing trips to cooking tips.
Voice channels are where you can hang out over voice and video. There’s no calling
or ringing required - just click on a voice channel to enter it. Friends in your server
can see you’re in there, and pop in to talk, wave hello over video, or share their
screen.
3. Direct Massage: This feature is very similar to other social media features, users
can send a text message, photos from the gallery or camera, videos, office files or
others.
4. User Profile: Discord users must create a username and register with an email
address. To prevent multiple users from using the same username, they are given a
four-digit number called a "discriminator," which is appended to the end of their
username and prefixed with "#." For example: Rizqi#7102
5. Video Calls & Streaming: allowing users to video calls with maximum 10 users, set
the quality video, and set up camera.
6. Slash Commands (Bot): These features are versatile and very rarely found on other
social media. Users can use the "bot" as an aid to run something on Discord, by using
the "/" or "slash" symbol on the keyboard that we can command the bot to do
something. People also can play music by type this command: “/play Lauv –
Feelings” and here are some of the other commands.
7. Keyboard Navigation: This feature comes in handy for users who don't want to use
the mouse or who want to be more practical. Discord has a number of shortcuts to
help you get things done faster. Some of the shortcuts: q=quote message, +=add a
reaction, r=reply to message, e=edit, alt+enter=mark unread, and more.
8. Reduce Motion & Emoticon: Discord creates the perception of depth by using
motion effects. However, for users who are affected by excessive motion and
movement within apps, these effects can be problematic. As a result, Reduced Motion
has been added to help. Discord has their own emoji called animated emoji, more
precisely GIF but with the minimized size, it is making it easier to scrolling down.
9. Spellcheck: Discord has its own spellchecker and available for MacOS and
Windows 8+.
10. Link Connection: can connect to 3 different devices at the same time and play
Spotify on Discord
TAMBAHIN REFERENCES
While Discord can be a useful platform for various educational purposes, including
learning vocabulary, it also comes with certain limitations when used for this specific
goal. It's important to be aware of these limitations to make informed decisions about
using Discord as a vocabulary learning tool:
1. Distractions: Discord is a versatile platform that allows for text and voice
communication, which can lead to distractions. Students may be tempted to engage in
off-topic conversations, memes, or other activities that divert their focus away from
vocabulary learning.
3. Quality Control: The quality of language used on Discord can vary widely. Students
may be exposed to informal or slang language that may not be appropriate for
academic or professional contexts. Ensuring that students are in moderated,
educational servers is crucial.
4. Compatibility with Educational Goals: The use of Discord for vocabulary learning
should align with specific educational goals and objectives. It may not be the most
suitable platform for all learning scenarios or age groups.
Using Discord for Learning Vocabulary
TAMBAHIN REFERENCES
A qualitative method is one that uses verbal and written descriptions to describ
e the phenomena that study respondents experience, such as behaviour, perceptions, in
terests, motives, and actions (Saleh, 2021). This qualitative approach aims to obtain c
omplete information about “Students’ Perceptions on Using Discord for Students’ Voc
abulary Mastery”.
The questionnaires and interviews that consists of participants’ perceptions are
served as the basis for a qualitative analysis. The explanations are then organized acco
rding to the results. The object that is the focus of the inquiry exhibits the qualities of
qualitative research. Qualitative research places a greater emphasis on quality factors
because it does not emphasize amount or quantum. Research can be conducted more t
horoughly to produce the needed data because there is no participant cap in the metho
d of prioritizing quality.
B. Place and Time of the Research
In this research, the population will conducted from general undergraduate stu
dents in Indonesia outside the English department. It is intended that the researcher ca
n identify the vocabulary mastery process for those who do not have basic knowledge
of English vocabulary. The population will addressed by utilizing social media as a lia
ison tool between researcher and participants.
This research was employed a purposive sampling technique, which means tha
t the sample was chosen in accordance with specific standards defined for the subjects
it is intended to investigate (Creswell, 2017). The sample was selected from the partic
ipants who volunteered based on the questionnaire form that the researcher spreads thr
ough social media. The sample is from the participants who met the requirements, whi
ch are active students from backgrounds outside the English Department. The selectio
n of participants with the requirement that participants must be active students outside
of the English department aims to see what the perceptions of students who do not ha
ve basic knowledge about learning English are with the specifications of their vocabul
ary mastery.
D. Research Instrument
There are two instruments used in this investigation. There are questionnaires
and structured open-ended interview questions. In questionnaire and interview, partici
pant is tasked with answering statements in Scala Likert questions about their percepti
ons using Discord as medium for increasing their knowledge of English vocabulary. T
he point of this questionnaire is to find out whether students are having a hard time in
creasing their vocabulary in their everyday life.
1. Questionnaires
The first instrument is a questionnaire. The questionnaires are meant to provid
e insight and defines undergraduate EFL students’ perceptions on digital games fo
r vocabulary improvement. The questionnaires were given to the participants, gen
eral active students outside the major of English by providing alternative answers
using an ordinal scale in the form of a Likert scale arranged with positive and neg
ative sentences. There are four response options, namely:
Score
Alternative Answers Positive Negative
Strongly Disagree 1 4
Disagree 2 3
Agree 3 2
Strongly Agree 4 1
(Sugiyono, 2014)
This Likert scale allows participants to determine the topics based on their per
sonal circumstances. This scale is made up of a set of statements that reflect respo
ndents’ opinions regarding the object under investigation (Ahyar et al., 2020). The
re is no correct or incorrect response in this case. It does, however, reflect the expe
riences of students when playing Discord digital games. There are 5 indicators in t
he statement namely:
This research was gathered data using two methods: Google Forms and
Interview (In person and Google Meet). It was gathered data from questionnaires conc
erning the statements in this instrument using a Google Form. The participants were g
iven orders in the form of a Scala Likert with 25 statements of their perceptions using
Discord digital game as medium for increasing English vocabulary.
Meanwhile, for interviewing each participant will be In person and Google Me
et for roughly 20-30 minutes. The goal of the interview is to clarify and improve the d
ata based on the questionnaire. Individual conversations are conducted by the research
er. The interviews will done online by the researcher used Google Meet as the mediu
m, who employed a semi-structured interview. According to Paltridge and Phakiti (20
18), in a semi-structured interview, the researcher might adjust the interview method i
n order to learn more about how the participants respond.
Researchers gather qualitative research data. Researchers collect data through que
stionnaires and interviews.
1. Questionnaire
The researcher collected data using open-ended questionnaires to determine the stu
dents' experience with podcasts, their opinions of using podcasts to increase
listening comprehension abilities, and their difficulty with podcasts. The researcher
employed open-ended questionnaires to learn about the students' podcast listening
habits. The students were given 10 open-ended questions through Google Forms. The
questionnaire uses open-ended questions to find problems more openly; participants
are asked for their opinions and ideas.
2. Interview
The interview aims to clarify and enhance the data based on the questionnaire. The
researcher conducts one-on-one interviews. The researcher conducted the interviews
offline and in person—a semi-structured interview used by the researcher. According
to Paltridge and Phakiti (2018), the researcher might vary the interview technique in a
semi- structured interview to learn more about how the participants respond. The
interview acquired more specific information regarding the students' perspectives on
the usage of podcasts in listening skills and the challenges the students faced when
listening to podcasts that the questionnaire results did not provide.
P = Percentage
F = Frequency of the answer
N = Number of samples
H. Trustworthiness
Thematic analysis will used to analyze data from questionnaires and interview
s. Thematic analysis (Braun & Clarke, 2006) is a method for identifying, analyzing, a
nd reporting patterns (themes) within data. The formula that the researcher will be use
d in the table of percentage is:
F
P= N
× 100%
P = Percentage
N = Number of samples
(Fatmawati, 2016).