49
4. Other Findings
During the test, the gamer students asked some questions to the researcher, and  then  the  non-gamer  students  were  just  listening.  This  was  the  indicator that
the gamer students were risk takers. They were brave to ask questions by raising their  hands.  Based  on  Mc  Clarty  et.  al.  2012,  online  games  offered  gamer
students  failures.  Failures  made  the  students  to  learn  the  mistake  before  and  fix them  in the  next opportunity,  because without failures, the gamer students could
not  appreciate  the  opportunities  that  the  games  gave.  This  made  the  gamer students dares to do something like asking the researcher. Besides that most of the
gamer  students  did  the  test  faster  than  the  non-gamer  students.  They  usually passed the difficult part in the test then did the easy part first. This showed that the
gamer students had strategy and they had critical thinking. The  gamer  students  in  this  research  played  online  games  which  were
MMRPOGs.  MMRPOGs  were  the  new  class  of  Multi  User  Domains  MUDs where  multiple  players  could  interact  with  each  other  and  achieve  goals  Yee,
2006.  Based  on  the  questionnaire  that  the  gamer  students  had  done,  the  most favorite  MMRPOGs  was  Warcraft.  The  other  games  that  they  played  were
Ragnarok, Gun Bound, Dragon Nest, Counter Strike, and others.
50
CHAPTER V CONCLUSIONS AND RECOMMENDATIONS
This chapter is divided into two subchapters. The first one is  the conclusions and the second one is the recommendations. The conclusions subchapter summarizes
the  findings  of  the  study.  The  recommendations  subchapter  aims  at  giving suggestions to the readers related to the issues in this study.
A. Conclusions
This  research  examined  the  influence  of  online  games  on  junior  high  school student
s’  vocabulary  mastery.  The  result  of  this  research  is  that  the  online  games have influence on
junior high school students’ vocabulary mastery. The influence of the  online  games
on  students’  vocabulary  mastery  is  positive.  It  increases  the vocabulary mastery of students.
The online games especially Massively Multiplayer Role Play Online Games MMRPOGs increased junior high school students’ vocabulary mastery because of
three  reasons  that  are  good  graphic  and  animation,  allow  language  to  be  learned based on situation, and has chat rooms. MMRPOGs have good graphic that make the
gamer  students  interested  in  and  have  good  motivation.  The  second  reason  is  the MMRPOGs allow language to be learned based on situation. The gamer students can
experience the words by the games, so the gamer students understand the meaning of the  words  better.  The  students  will  not  only  know  the  meaning  of  the  words  as
literally.  They  will  see  how  the  words  are  applied.  The  students  can  interpret  and
51 remember  the  words  by  the  context.  This  helps  the  students  to  increase  their
vocabulary  mastery  because  they  learn  the  vocabulary  implicitly.  Besides, MMRPOGs  also  has  chat  rooms.  Chat  rooms  help  the  gamer  students  to
communicate  with  other  players.  In  the  chat  rooms,  the  player  could  discuss anything.  This  insists  the  students  to  apply  the  words.  The  chat  rooms  not  only
placed  the  students  as  players  to  apply  the  words,  but  the  students  could  make learning communities in chat rooms.
Guessing context from the text is the most common strategy of the gamer. The gamer students used Schmitt’s strategy to learn new words. Usually, when the gamer
find difficult word they will try to guess the meaning by looking at the context of the sentences. Some gamers are also chatting with their friends when they play the online
games. There  are  some  studies  about  online  games  and  language  learning.  The
studies  before  say that  online  games  increased  the  students’  vocabulary  mastery
Turgut    Irgin,  2009.  Indeed,  the  result  of  this  research  agrees  with  the  previous studies.  The  mean  score  of  gamer  students  were  higher  than  the  mean  score  of  the
non  gamer  students.    The  non-gamer  students  got  74.3  as  the  mean  score  and  the gamer  students  got  80.26.  The  range  score  between  the  non-gamer  and  gamer
students  was  5.96. It  means  that  the  online  games  improve  students’  vocabulary
mastery. After
knowing  the  influence  of  the  online  games  on  students’  vocabulary mastery,  the  researcher  find  the  correlation  between  the  frequency  of  playing  the
online  games  with  the  students’  vocabulary  mastery.  The  researcher  used  Pearson
52 product-moment correlation in SPSS 20. The coefficient correlation represents by r is
0.533. It means that the significance of the correlation is adequate. The significance correlation is not strong and not weak.
B. Recommendations
This  study proposes some recommendations for English  Language Education Study  Program  students  and  English  teachers  for  the  practical  use  in  teaching  and
learning. Furthermore, the findings in this study also give recommendations to future researchers.
1. For  English  Language  Education  Study  Program  Students  and  English
Teachers
This  research  is  useful  for  ELESP  students  and  teachers.  This  research concerns the influence of media on the language skills which in this study specified
the influence of online games on students’ vocabulary mastery. This research breaks the  assumption  that  online  games  decrease  the  students
’  performance  in  learning. Online  games  can  be  one  of  the  alternative  media  for  vocabulary  learning  because
the  students  like  to  play  online  games  which  are  able  to  engage  the  students  since they are interesting.
2.     For Future Researchers
The  researcher  finds  that  the  online  games  can  increase  junior  high  school students’ vocabulary mastery. The online games not only affect the vocabulary, but it
also affects listening, speaking, writing, and reading skills. There are some effects of
53 the online games on other language skills. The future researchers can analyze and do
research on online games focusing on other skills.