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question during the conversation. If the performers do not speak in question or take too long to respond, the host will oust them and the other performer will take
the place and continue the game. Two performers are playing this game, with the other two performers waiting behind the performing ones.
This research employed purposive sampling. According to Fraenkel and Wallen 2009, purposive sampling is a way to gather the data by defining the
research subject as required by the analysis p. 431. It employed theoretical sampling which Fraenkel and Wallen 2009 explain as
“one that helps the researcher to understand a concept or theory” p. 431. This research chose the
research objects in accordance with the research questions. There are total seven episodes chosen, they were, season 6 episode 3 and episode 9, season 7 episode
25, and season 8 episode 3, episode 8, episode 11, and episode 19.
C. Research Instrument
This research employed some instruments. The first instrument was human instruments.
Ary et al. 2010 state “the researcher needs an instrument flexible enough to capture the complexity of the human experience, an instrument capable
of adapting and responding to the environment” p. 457. As the data were the human conversations in a game, the researcher is required to be able to capture
any notable thing occurred. The next instrument is the video transcript. According Fraenkel and Wallen
2009, the researcher does not necessarily correct the utterances grammar to prevent a shifted meaning p. 480. This was related to the utterance sense or
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meaning shift caused by the correction. Krippendorff 2004 states that “a data
language is the descriptive device in which terms analysts cast their data” p. 150. In other words, the video transcript was intended to make the data more visible.
The researcher transcribed the conversation. It is because the show was not scripted. In transcribing the videos, the researcher checked the utterances with
various dictionaries as well as some online descriptions of some topics. It is because some topics frequently come along with some specific term or slang
words of a specific field. The following instruments are tables. The tables were intended to make the
data which was collected easier to locate. The researcher put the performers‟
conversation in Table 3.1. It was supplied with the information on the minute it was said. In every game, there are four participants participating. They would ask
each other question in turns. The researcher would collect all the utterance said in the conversation and put them into the table.
These conversations are divided into several sequences based on the pair. Each pair would be marked with a different color and count as one sequence. The
conversations between two performers were perceived as one sequence.
Table 3.1 Participants’ Utterance in the
Game Questions Only No.
Participants Utterance
Minute in Video
1. Brad
Do you think it was a Volkswagen with a kit attachment?
1.33 2
Patrick Isn‟t it easy to pass off a bunch of twisted
medal as an old Ferrari? 1.36
3 Brad
Are you gonna tell all my friends? 1.40
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Table 3.2, was used to identify whether the utterances were question. Based on the categorization understood by this research, there are five types of
questions: YesNo question, Wh- question, Tag question, Echo question, and Ellipsis. The researcher checked whether the utterances belonged to any category
of it or not. Sentence which was not in form of question was not put in the data collection.
Table 3.2 Utterance Based on Questions Typology
No. Utterances
Type of Question Ye
sNo Wh
- T
ag E
ch o
E li
p sis
In ton
a
- tion
1.
Do you think it was a Volkswagen with a kit
attachment? √
2. Isn‟t it easy to pass off a
bunch of twisted medal as an old Ferrari?
√ 3.
Are you gonna tell all my friends?
√
Table 3.1 and 3.2 were made in order to help this research in gathering the data before the analysis took place.
Table 3.3 was used to present the analysis finding. Each of the utterances was put into the table followed by its primary act. By observing the table, the
researcher could see the sequence of the conversation in the game. It helped the researcher answering the second research questions as the table systematized the
utterance within the conversation.