Saputra, Angga Abdillah (2025) The use of valorant game to promote self-directed english learning. ['eprint_fieldopt_thesis_type_undergraduate' not defined] thesis, UIN Sunan Ampel Surabaya.
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Abstract
This study investigates how the online game Valorant can help Indonesian university students develop their English abilities autonomously, reflecting an increasing trend of adopting games as informal, flexible learning platforms. It answers two key questions: how players utilize Valorant to study English on their own, and how much self-directed learning they demonstrate. Using a qualitative case study approach, data were acquired through semi-structured interviews, observations in an internet café, and analysis of chat logs and field notes from three Surabaya-based players who had been using Valorant to practice English for over 16 months. Thematic analysis indicated that players interact with the gaming world via speaking, listening, reading, and writing, as well as setting personal goals, employing translation tools, and reflecting on their success. The findings show that Valorant provides a relevant framework for spontaneous English practice and encourages strong self-directed learning habits.
| Item Type: | Thesis (['eprint_fieldopt_thesis_type_undergraduate' not defined]) |
|---|---|
| Uncontrolled Keywords: | Valorant; Pembelajaran Bahasa Inggris; Pembelajaran Mandiri; Pembelajaran Berbasis Game |
| Subjects: | Bahasa Inggris English Learning Game Online Pendidikan Teknologi |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris |
| Depositing User: | Angga Abdillah Saputra |
| Date Deposited: | 23 Dec 2025 02:37 |
| Last Modified: | 23 Dec 2025 02:37 |
| URI: | http://digilib.uinsby.ac.id/id/eprint/85473 |
