IQMAL, APRIZAL (2026) AN ANALYSIS OF GENSHIN IMPACT ON STUDENT’S VOCABULARY MASTERY. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
IQMAL APRIZAL This study examines Genshin Impact as an informal medium for learning English vocabulary among university students in the HoYoLAB Community, focusing on how the game functions as a learning medium and how intrinsic motivation plays a role in that process. This research used a qualitative case study design. The subjects were HoYoLAB Community members selected through purposive sampling, chosen based on being active university students and active Genshin Impact players using English subtitles and dubbing. Data were collected through an open-ended questionnaire and supporting documentation, then analyzed through data reduction, data display, and conclusion drawing. The findings show that Genshin Impact works as an effective informal environment for learning English vocabulary, in line with Mayer's Cognitive Theory of Multimedia Learning, since combining English text with visual and audio feedback helps players figure out word meanings naturally. Vocabulary acquisition in this context is also mostly driven by intrinsic motivation, as explained through the SelfDetermination Theory, where players' needs for autonomy, competence, and relatedness push them to engage with English content. Based on these findings, this study concludes that story-rich digital games like Genshin Impact can serve as an alternative, lowpressure tool for university EFL students to build vocabulary and reading stamina.
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Pendidikan Bahasa Inggris |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 03 Aug 2026 08:48 |
| Last Modified: | 03 Aug 2026 08:48 |
| URI: | https://repository.radenintan.ac.id/id/eprint/45608 |
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