Before the Test During the Test
40
Continued Table 4.1
NO NON-G
GAMERS 4
85 88
5 80
83 6
80 85
7 88
77 8
91 80
9 71
94 10
68 65
11 77
77 12
83 77
13 45
91 14
80 80
15 68
77 16
83 80
17 74
74 18
60 71
19 51
85 20
54 91
21 51
60 22
80 91
23 85
80 24
91 74
25 54
88 26
65 85
27 85
88 28
85 85
29 91
80 30
74 65
2229
2408 �̅
74.3 80.26
Table 4.4 showed that two non-gamer students had 91 as the highest score in the non-gamer students and a gamer student had 94 as the highest score in the
gamer students. The lowest score in non-gamer students was 45 and the lowest score in gamer students was 60.
41 The symbol of
represented the sum or the total score. The total of the non-gamer students score was 2229 and the sum of gamer students was 2408.
After knowing the total scores in each variable, the researcher divided the total score into 30 to find the mean score of each variable. The symbol
�̅ in the table 4.3 was the symbol of mean score. The researcher found the mean score of non-
gamer students was 74.3 and the mean score of the gamer students was 80.26. The gamer students had higher score than the non-gamer students. In short, the range
of both sides’ non-gamer students and gamer students was 5.96. Figure 4.1 showed the range of both sides. The result of this research was the gamer students
had better vocabulary mastery than the non-gamer students of SMP Negeri 2 Yogyakarta
. In
conclusion, there was an influence of online game in students’ vocabulary mastery. The online games increased the vocabulary mastery of the
gamer students. It was proved by the result that showed the mean score of the gamer students was higher than the non-gamer students.
Figure 4.1 Mean Scores of Non-gamer and Gamer Students
65 67
69 71
73 75
77 79
81 83
The range non gamers
gamers
42