Goentoro, Jonathan Richardo (2026) EXPLORING VALORANT GAME IN IMPROVING ENGLISH LEARNERS’ SPEAKING ABILITY: CAF FRAMEWORK. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
In the context of globalization, English speaking ability has become a crucial skill for academic and professional success. However, many English learners continue to experience difficulties in speaking due to linguistic limitations—such as grammar, vocabulary, and pronunciation—as well as psychological factors including anxiety and low confidence. To address these challenges, this study explores the use of digital games, specifically Valorant, as an alternative medium for improving learners’ speaking ability. Valorant is a multiplayer online first-person shooter game that requires real-time communication, teamwork, and strategic interaction, making it a potentially effective environment for authentic language use. This study aims to investigate how playing Valorant influences English learners’ speaking ability as analyzed through the Complexity, Accuracy, and Fluency (CAF) framework. A mixed-method research design was employed, involving English Language Education university students as participants. Data were collected through recorded gameplay sessions conducted five times within one month, as well as follow-up interviews. The participants’ spoken interactions during gameplay were transcribed and analyzed quantitatively using CAF measurements, while qualitative data from interviews were analyzed thematically to capture learners’ experiences and perceptions. The findings indicate that playing Valorant contributes positively to learners’ speaking accuracy, suggesting that repeated exposure to authentic communicative situations supports grammatical development. Complexity showed a slight improvement, indicating gradual growth in the use of varied linguistic structures. However, fluency tended to decrease, possibly due to the fast-paced and cognitively demanding nature of the game, which may disrupt smooth speech production. Overall, the study highlights both the potential and limitations of using competitive digital games in language learning. It suggests that Valorant can serve as a supplementary tool for enhancing speaking ability, particularly accuracy, when combined with appropriate instructional support.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Student ID: | 201910100311056 |
| Keywords: | Game-Based Language Learning, Valorant, Speaking Ability, CAF Framework, English as a Foreign Language (EFL) |
| Subjects: | L Education > L Education (General) P Language and Literature > PR English literature |
| Divisions: | Faculty of Teacher Training and Education > Department of English Language Education (88203) |
| Depositing User: | 201910100311056 jonathanrg18 |
| Date Deposited: | 25 Feb 2026 08:55 |
| Last Modified: | 25 Feb 2026 08:55 |
| URI: | https://eprints.umm.ac.id/id/eprint/28084 |
