USING VIDEO GAMES AS AN ALTERNATIVE LANGUAGE ENHANCEMENT TOOL Research Conducted by: Adrian Ver A. Hepolio BSE-3A INTRODUCTION The Video Gaming scene in the Philippines became somewhat a cultural phenomenon for most of the youth as to where some turn to them to acquire knowledge that was not learned in the four sides of the classroom. There are lots of Genres of Video Games which people can immerse themselves, from the classic RPGs (Role-Playing Game), Fighting Games such as the Street Fighter franchise or Tekken, Competitive MOBAs (Massive Online Battle Arena), and Video Games even tapped into the world of Storytelling in the form of Visual Novels where the player controls a protagonist and chooses decisions that would shape the entire story of the game. Video games shaped most of the youth in the Philippines even way back in the early 90's up to now, however, as popular culture dictates, the Filipino youth has associated Video Games in just one Genre that took the youth's interest and started to focus on just the mainstream games where language acquisition deteriorated for it doesn't let the player to at least enhance their vocabularies but instead just make them addicted to win and claim bragging rights. the Game Genre being specified is the MOBA. Such MOBA games like DotA (Defense Of The Ancients) and LOL (League of Legends) made the youth much more aggressive and less interested to learn other things as they are being addicted to the genre's gameplay mechanics, although MOBAs have technical and critical thinking involved in order to win or support the player's team mates, it lacks a feature where the players' language acquisition would just be stuck at that game. RPGs are games where the players take a role, journey through vast lands and explore in-game lore where the players that truly immerse themselves in the game spend lot of time. Since the gaming industry today realize that the trending genre of video games lately are “Open-World” and “FPS (First-Person Shooting/Shooter)” games, some game developers are investing their money on creating games incorporating the said genre. The Philippines in particular, amasses an audience of gamers that like various genres, however, the majority either plays MMORPGs (Massive Multiplayer Online Role-Playing Games) or MOBAs which doesn’t normally focus on the language acquisition of their players. According to Finnish Satu Eskelinen’s 2012 Thesis on “Applying Video Games in Language Learning and Teaching”; “Games mainly using English is but a very popular medium that provides an engaging opportunity for informal language learning outside formal education. It is not uncommon to hear from English teachers in Finland that their pupils, even at the age of 8 or 9 when they begin to study English at school, may know words they have not heard before”. REVIEW OF RELATED STUDIES Video games as tools for foreign language learning and teaching In a 2014 bachelor’s thesis of Ari-Pekka Väisänen entitled “Video games in language learning: The way to the next level of language competence?”, that Video games can come as tools for foreign language learning and teaching as he explains that; video games are such a large phenomenon and a common hobby among many, the potential and possible benefits for language learning and teaching should be assessed. In fact, recent years have seen a growing interest in video games as tools for teaching and learning in general. This can mean both using games as they are as a part of teaching and making use of different ideas related to game development in teaching. An excellent review of research, ideas and studies on the subject by Mitchell and Savill-Smith (2004) goes through various topics, including the possible benefits of video games and their existing uses in teaching. Some of the benefits they mention are the motivating nature of games and the fact that they can reduce the load on the human instructor. As for existing uses of games in teaching, they mention simulation games used for enhancing children’s spatial abilities and administration skills for businessmen and strategy games for geography teaching (Mitchell and Savill-Smith 2004). Making hobbies viable language learning tools would be a great help in the concept of lifelong learning, as hobbies take place mostly outside the school. Through hobbies, learning can continue even after a person’s school education has ended. Hobbies are also good for implicit learning due to the fact that they are most often taken part in for reasons other than learning. Nevertheless, hobbies which provide significant language input can also benefit language learning while mainly providing entertainment and a sense of accomplishment. This can be seen in a study by Sundqvist (2009) as she found that Swedish ninth graders with more contact with English outside of school scored better in oral proficiency and vocabulary than those with less contact with English. It is therefore clear that exposure to a language outside of school definitely helps in language learning. Reinders (2012) argues that research into game-based language learning and teaching is still in its infancy. As such, straightforward information on the benefits of video games as language learning and teaching tools is not readily available. Still, some pioneers in the field, like Gee (2003, 2007) argue that video games operate with good principles of learning and that they have potential as language learning tools. According to Gee (2007), good games get people to learn and to enjoy learning. In the context of games, learning the mechanics of the game is vital for the player so that he or she can finish the game successfully. Games that do not require learning and therefore are too easy do not hold the player’s interest for long. Therefore it could be argued that good, commercially successful video games employ good principles of teaching. Some further clues into the possible benefits of video games themselves as tools for language learning specifically can be found in a study by Uuskoski (2011); Finnish high school students who spent more hours per week playing video games had on average higher English grades than those who spent less time playing video games. Computer-assisted language learning (CALL) Satu Eskelinen’s Thesis for the University of Jyväskylä, Department of Languages entitled “Applying Video Games in Language Learning and Teaching; The learner perspective: a case study”, the researcher explained the definition of CALL as being "any process in which a learner uses a computer and, as a result, improves his or her language". This means using programs and applications for language learning, which often have been fill-in-the-gap or multiple choice exercices due to their applicability on computers. However, the definition of CALL includes all kinds of software such as dictionaries, chat clients and also computer games. As CALL is still a relatively young field of research, originating from the 1950-60's and behaviourist and constructivist learning models (Beatty 2003: 16-36) and driven by rapid technological innovations (Beatty 2003: 11), many areas are yet to be researched. Whereas CALL research has long been directly compared with classroom teaching as a separate method, CALL now complements traditional teaching as computers have become a firm part of schools (Beatty 2003: 13-15). There have been attempts to include computer-based writing and speaking activities in additional to traditional, easily realizable reading and listening exercises, but different speech synthesis, voice recognition and artificial intelligence technologies have not yet provided sufficient results (Beatty 2003: 12). Games in learning curricular content Additionally, Eskelinen explained that Non-educational games are not directed at learning a certain skill, so their content is often very interdisciplinary. However, as using games in school teaching is experimented, the content has to be directly related to the curriculum and the games chosen accordingly, rather than choosing a good game in itself and learning whatever it has to offer. In a survey sent to Finnish comprehensive school teachers (Klemetti, Taimisto and Karppinen 2009: 100-101), mathematics was the top subject for the use of games (31%), followed by Finnish (27%), natural sciences (20%), and on the fourth place were foreign languages (19%). Surprisingly, despite the role of English in Finland especially in video games, they are not used much in foreign language teaching. Even first and foreign language teaching together do not surpass maths and natural sciences together. However, in a study (Wastiau, Kearney, and Van den Berghe 2009: 40-42) of 8 European countries (Finland not included), the use of games in teaching was most common in first and foreign language teaching with a portion of 25%. After languages, games were used often in geography, maths and history lessons, then followed by science and business studies. The role of games in first language teaching might be more prominent in primary school than later on because of the availability of games that enhance literacy skills, but these studies did not compare the use of games between first and foreign languages. STATEMENT OF THE PROBLEM This study seeks to identify as to how video games can become an alternative learning tool. Specifically, it aimed to answer the following questions: 1. How does playing Video Games affect a person’s language acquisition and enhance their vocabulary? a. How does video games help improve linguistic skills and cognitive development? b. Can video games help students provide in-context learning? c. English Learning Games Make Studying Fun and Alleviate Stress? 2. What are the benefits of playing video games? FINDINGS In an online article that was posted on August 9, 2016, by the website englishclass101.com entitled “3 Reasons Why Playing Games Helps You Learn English Faster”, they have conducted a study on what are some benefits on playing video games and how can it improve a person’s Language/Linguistic skills, some of their findings answered the questions: 1.How does playing Video Games affect a person’s language acquisition and enhance their vocabulary? a. Video Games Help Improve Linguistic Skills and Cognitive Development Combined with a solid foundation in vocabulary and grammar, video games help students improve reading, comprehension, and even speaking skills. b. Learning Games/Video Games Provide In-Context Learning Students naturally learn faster and comprehend more when they are forced to use the information often and in real-world situations, even the fake ones created by English learning games and video games. c. English Learning Games Make Studying Fun and Alleviate Stress Students often develop a great deal of Stress and anxiety due to Homework, quizzes, and tests Video Games alleviate stress, increase social engagement, and even help students have fun while learning English or any new language. 2. What are the benefits of playing video games? According to The Washington post, Video Games and learning games show health benefits such as: i. Help Reduce or Alleviate Symptoms of Depression ii. Help Reduce or Alleviate Symptoms of Insomnia iii. Help Alleviate Transitory Stress Symptoms In addition to that, they also included that Scientists have also discovered that not only can you learn English or any new language faster from playing video games; they can also provide a wide range of potential health benefits as well.