Framework of Pre-Understanding LITERATURE REVIEW

In addition, the enhancement of young learners with hearing difficulty of SLB B Wiyata Dharma I Tempel Yogyakarta in English learning with computerized educational games will direct the young learners to achieve the aims of learning – autonomy and self-fulfillment. If it is continued regularly by practicing, the young learners can learn English faster and better. Besides, this study will arouse the teachers’ attention on what teaching methods might support their teaching. 75

CHAPTER III METHODOLOGY

This chapter presents the research methodology used in this study. The discussion was organized into six sections: 1 Research Method, 2 Nature of Data, 3 Data Setting and Sources, 4 Data Gathering Instruments, 5 Data Collection Methods, 6 Data Analysis and Representation, and 6 Trustworthiness.

3.1 Research Method

Finney as cited in Richards and Renandya 2002:73 mentions that the purpose of education is to enable the learners to progress towards self-fulfillment. It means the learners do not only accept new knowledge or specific skills, but also develop self-understanding of the accepted knowledge. This qualitative study is conducted to describe and interpret the use of computerized educational games in English learning by young learners with hearing difficulty in SLB B Wiyata Dharma I Tempel Yogyakarta through description and interpretation of the participants. A qualitative research goal is to understand the situation under investigation primarily from the participants’ and not the researcher’s perspective. The perspective is called the emic or insider’s perspective as opposed to etic, or outsider’s perspective. This qualitative research tends to emerge, rather than prefigure the condition in the social setting. What is important of this paradigm, moreover, is that qualitative research does not intend to control, predict the variables, and generalize the case found in the social setting. In other words, qualitative research provides the description of the human behaviors that cannot be seen. By describing what actually happens with the participants, information about the participants reveals to present the information about certain issues. Therefore, a single-case study with interpretative hermeneutic phenomenological approach is used. According to Baxter and Jack 2008, this single-case case study is an approach to research that facilitates exploration of a phenomenon within its context using a variety of data sources. This ensures that the issue is not explored through one lens, but rather a variety of lenses which allows for multiple facets of the phenomenon to be revealed and understood. This method attempts to present a complete description performance of a phenomenon within its context Hancock and Algozzine, 2006:16. It is supported by Hamilton 2011 who mentions that a case study is often used to build up a rich picture of an entity, using different kinds of data collection and gathering the views, perceptions, experiences andor ideas of diverse individuals relating to the case. It provides what is termed ‘rich data’, as it can give the researcher in-depth insights into participants’ lived experiences within this particular context. These lived experiences can be describe and interpret with hermeneutic phenomenological approach. In this study, interpretativism is related with hermeneutics. Hermeneutics, for its part, is the art and science of interpretation. It is used to give interpretation of what the learners have experienced. It is open to revision and reinterpretation: it is about openness to to possible experiences. The method chosen is ideal to pose the research question: How do computerized educational games enhance young learners with hearing difficulty of SLB B Wiyata Dharma I Tempel Yogyakarta in English learning? The meaning is understood through the description and interpretation of the participants’ experience when using computerized educational game in English learning. The issue of this research was about children with hearing difficulty who lived in educational society gathering with other people around them. The observation included all the description of children with hearing difficulty in learning English using computer games, especially explored in what they did what they said about their learning experiences, how they learnt, and what they obtained as a result of learning.

3.2 Nature of Data

This research adopted descriptive narrative as the approach to present the data. Using computer games as a tool, there are some ways captured about how the participants make sense the events and actions in their live. As cited in Mitchell and Egudo 2003, Riessman 1993 stated that in narrative study, language is a device to convey meaning, but it tends more to represent reality. It, as Patton 2002:115 also mentioned, is also influenced by phenomenology’s emphasis on understanding lived experience and perception of experience. Through descriptive narrative, the data reveals the participants’ experience. Then, the arranged data lead to the construction of the meaning of the participants’ social world.

3.3 Data Setting and Sources

This research was conducted at Special School for learners with hearing difficulty SLB B Wiyata Dharma I Tempel Yogyakarta. The choice of the setting was based on Creswell idea 2003:185 which stated that the idea behind qualitative research is purposefully select the participants or sited that will be best help the researchers to understand the problem and research question. There are many Special Schools for learners with hearing difficulty in Yogyakarta. However, SLB B Wiyata Dharma I Tempel Yogyakarta was chosen because of the supportive condition of the school in encouraging the learners to learn. The physical condition of the building is not as luxurious as other schools, but it provides more spaces for the learners and teachers to explore the materials learned. Besides, the accessibility of the place also became important since qualitative research needs direct contact to the social setting. The sources of the research were two learners of the fifth grade of SLB B Wiyata Dharma I Tempel Yogyakarta for Children with Hearing Difficulty. After doing observation for few meetings, the researcher chose two participants out of five. The selection of the participants was based on the experience of playing with computers and the learners’ ability in English. Besides, the access to the participants became one of the considerations since some learners lived far from the school. The limited number of participants was aimed to put the focus only to the participants chosen and then be able to get thick description of the learning process using computer games.

3.4 Data Gathering Instruments

This part discussed all data gathering instruments and data presentation. The instruments used were observation sheet, learners’ diary, interview guide, and visual and audio recorder. The result was that the data covered 1 a series of classroom observations by using videotape and observer’s field note, 2 a series of playing observations by using videotape and observer’s field note, 3 learners’ notebook, and 4 a series of recorded interviews. Before the study went further, I made a blueprint for the observation first. A blueprint is necessary to find out what and how learners learn, and finally guide me when observing the learners during their playing. Below is the observation blueprint. Table 3.1 Blueprint of Observation to Learners with Hearing Difficulty NO COMPONENTS INDICATORS 1. Children with hearing difficulty Attitude, behavior, experience, opinion, knowledge 2. Learning English Strategies, motivation, feeling, what and how acquiring English 3. Facilities teaching aids Stationary, worksheet, workbook 4. School environment Setting, social environment All the actions and activities of the learners with hearing difficulty during the learning process using computer games were video-taped. The results of the data were used to choose the participants. Later, during the participants playing the game, another blueprint of the observation when playing the games is implemented. The result of the observation above is then described and used to construct interview blueprint.