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Listening Comprehension: The Impact of Subtitles Typographical Features On Game Visual Novel
Listening Comprehension: The Impact of Subtitles Typographical Features On Game Visual Novel
703-715)
Abstract
The purpose goal of this study was to test the impact of typographical features of subtitles
including size, colour and position on L2 English viewers’ retention and recall of texts in game
visual novel, and also the voice effect of the visual game. Quasi experimental research played
in this study with 54 students of two departments, with the same characteristics. It was played
the game visual novel into both classes, and administered 45 multiple choice test and
questioners in the end of the classes. Both classes went through the same procedures, but one
class watched the customized subtitled of the visual game novel. The data gathered were
subjected to the statistical procedure of paired sample t-test. And, the result showed that the
experimental class showed the better result on their understanding of the story, but there is
contrarily on their listening comprehension result, that is their vocabulary comprehension, it is
found that the both subtitles did not have an effect on participants’ comprehension. This study
has implications for English language teachers and material developers to benefit customized
bimodal subtitles as a mnemonic tool for better comprehension, retention and recall of aural
content in game visual novel via Computer Assisted Language Teaching approach.
Keywords: Typographical features, game visual novel, subtitles, retention and recall,
Listening, vocabulary comprehension.
Thus, beside that movies are viewers’ mind to read and understand
motivating media due to encompassing the lyrics in the least possible time and
various topics and that they are recalling later (Ashtiani, 2017).
presented with both audio and visual Related to this study, the
stimuli (Stempleski, 2003), then the explicit instruction is used to present
benefit of using it for language learning the material., well known as direct
are their images and sound that help set instruction. There are some steps to
the scene of events and its additional support, by setting a purpose of
information, like their paralinguistic learning, telling the students what to
features, provided as a part of support do, the showing them how to do it, and
to listening comprehension (Guichon finally guiding their hands-on
& McLornan, 2008). application of the new learning. Luke
Other scholars added the theory (2014) describes that explicit
that the typographical features for instruction refers to teacher-centered
scenes play an important role to attract instruction that is focused on clear
the user (the learner) attention curiosity behavioral and cognitive goal and out-
about the story given on the visual comes. This, in turn is made ‘explicit or
novel Weinman (2010). Immersing in transparent to learners’. Bernstein in
the authentic and vivid English context, Luke (2014) defines that explicit
through the subtitles and lively vocabulary instruction as if featuring
conversation, students can see the strong classification and strong
image and hear the pronunciation, use framing, clearly defined boundary
their background knowledge and thus, knowledge and skill, and teacher-
fetch the main ideas (Safranj, 2015). directed interaction. Smith (2009)
Typographical features such as size, added that techniques such as webbing
colors and positions are paid much that involve students’ own perspective
intentions, conveying the meaning, and in creating interaction that gradually
even prioritizing the words in the text clarify targeted vocabulary may be a
to be seen, read and consolidating in way to combine direct teaching and
mind. The significance of incidental learning in one exercise. In
typographical features of subtitles, the class when the teacher is presenting
transcribed lyrics, in a music video to he or she can use students’ personal
prove the value of typo graphics and experiences to develop vocabulary in
the effects they could bring about on the classroom, through informal
Dinamika : Jurnal Sastra dan Budaya Vol. 7 No. 1 Maret 2019 (Hlm. 703-715)
Roughly, it can be concluded that the the group using visual game novel is
main score of the VGN group, that is 5.0370 and the group conventional
group A, the group using Visual Game visual game novel is 4.3448. It is
Novel (VGN) was higher than the revealed that there is no significantly
group B, the group using Conventional different. They do not have any
Game Novel (CVN). difference. It means that the test results
from both groups showed no increase
2. The treatment used to apply in vocabulary comprehension.
during the experiment conduct
Based on the result of posttest
IV. Conclusion
of the group A (VGN) and the group
B (CVN) on their comprehension,
Based on the statistics numbers,
which is used T-test with independent
there are two experimental groups, the
sample testing to find out the result
visual game novel in group A (VGN), and
that the mean scores of the VGN
the other class as group B used the
group is 46.6667 and the CVN group
conventional visual novel (CVN). They
is 34.0690 respectively. It can be
were under different instructions, explicit
concluded that the main score of the
instruction group and natural instruction
group using Visual Game Novel was
group, and they also had different treatment
significantly higher than the other
media, one group gave the treatment with
group, that is the group using
visual game novel, and the other gave the
conventional Visual Game Novel.
treatment with conventional visual novel.
Overall, in this study the groups
3. Those two kind of visual novels
showed enthusiastic response on the media
and the treatments of the
treatment through their listening session.
teachers applied has any
The students get this feeling because they
relation impact.
got a new thing on their treatments, the
visual game novel series. Many students
Based on the posttest analysis
believe that this media can give some
of the group A (VGN) and the group B
compensation through the audio and visual
(CVN), which is used T-test with
channel. They can develop their vocabulary
independent sample testing to find out
comprehension through listening and
the answer of the research problem, it
reading activities. However this statistical
was revealed that the mean score for
Dinamika : Jurnal Sastra dan Budaya Vol. 7 No. 1 Maret 2019 (Hlm. 703-715)
data failed to show that they get a greater have any impact on their vocabulary
impact on vocabulary comprehension. comprehension. Two experiment groups
They seemed enjoy the media failed to show the development of the
treatments and the class interactions during students’ vocabulary comprehension.
the listening session. Some obstacles
considered to be the cause of this study,
they are; (1) The treatment only played in References
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Effect of Typographical Features of
This condition is suspected to be the cause
Subtitles on Nonnative English
of the students failed to enhance their Viewers’ Retention and Recall of
Lyrics in English Music Videos.
vocabulary comprehension. Because they
International Journal of Applied
only understand the novel story through the Linguistics & English Literature.
http://dx.doi.org/10.7575/aiac.ijalel.v
subtitle and the pictures., (3) The limitation
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Dinamika : Jurnal Sastra dan Budaya Vol. 7 No. 1 Maret 2019 (Hlm. 703-715)
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