Skripsi
STUDENTS’ PERCEPTION TOWARDS USAGE OF GAME ELDEN RING FOR VOCABULARY ACQUISITION
This research intends to examine students’ perception of using the game Elden Ring as a medium for English vocabulary acquisition outside the classroom. The present quantitative survey-based study was conducted on 64 active students of the English Education Study Program at Sriwijaya University in the academic year 2025/2026, all of whom had prior experience playing Elden Ring. The data collection was conducted using a structured 22-item Likert-scale questionnaire adapted from previous studies, covering four key dimensions: exposure to English vocabulary, vocabulary understanding and retention, motivation and engagement, and confidence in out-of-class English use. The instrument was validated through Corrected Item-Total Correlation and demonstrated strong internal consistency with a Cronbach’s Alpha of 0.732. the study found that students held consistently positive perception across all four dimensions, with English exposure achieving the highest mean score of 4.04, and Confidence recording the lowest at 3.78, though both remained within the positive classification range. The overall mean score of 3.93 indicates that students broadly recognize Elden Ring as a meaningful supplementary tool for vocabulary acquisition beyond formal instructions. The study emphasizes the educational potential of video games in informal English learning environments and reflects that sustained engagement with narrative-rich and linguistically dense games can support incidental vocabulary acquisition, students’ motivation, and autonomous language development outside academic settings. Keywords: students’ perception, Elden Ring, vocabulary acquisition, game-based learning, EFL, incidental vocabulary learning.
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