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The Korean Pop Variety Show Effect: English as a Foreign Language Learners’ Perception of Using Going Seventeen English Subtitles for Vocabulary Learning Kusumah, Nayla Faradilla; Ratri, Devinta Puspita
Journal of English Language and Education Vol 11, No 2 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v11i2.2150

Abstract

K-Pop variety shows have gained global popularity through the use of English subtitles, enabling them to reach a broader international audience. Some English as a Foreign Language (EFL) learners utilize these shows to enhance their English skills by watching popular K-Pop variety programs such as Going Seventeen. This study investigates EFL students’ perceptions of using English subtitles in Going Seventeen for vocabulary acquisition. The participants were Indonesian students who are fans of Seventeen (Carats) and regularly watch Going Seventeen with English subtitles. Data were collected through an online questionnaire focusing on perceived benefits, real-life effects, and challenges. The findings indicate that most participants perceived the use of English subtitles positively, with all questionnaire items receiving responses above 40%. The results suggest that English subtitles in Going Seventeen facilitate vocabulary learning by making content easier to understand, enjoyable, and motivating. Nevertheless, some participants reported difficulties in maintaining focus on subtitles while learning vocabulary. Overall, the study highlights the potential of K-Pop variety shows as an effective and engaging resource for vocabulary learning.
“Secure Lane”: Exploring DOTA 2 Players’ Experience on Their Accidental Vocabulary Learning Rachmad, Arvega; Adi, Sugeng Susilo; Ratri, Devinta Puspita
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58409

Abstract

Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.