Online Games and Language Learning

23 for action only when they have heard those words in interactional dialogue as cited in Gee, 2005, p.16. Games allow language to be situated because they put language into the context of dialogue, experience, images and actions. Gee 2003 further explains that good games give verbal information “just in time” or “on demand” means that when the students as the player need for it and is ready for it as cited in Gee, 2005, p.17.

B. Theoretical Framework

In order to conduct the research, the researcher should look for some theories which settle appropriately with the topic of the study. The theoretical framework summarizes and synthesizes the relevant theories that have been explained in theoretical description. In this part, the researcher relates the theories with this research. There is an assumption that learning second language can be considered as a difficult thing for students Oxford, 2003. To learn second language, students can start from learning the vocabulary first, because vocabulary is one of the important aspects in language. Without vocabulary, students do not know the meaning of a sentence, and even a word. In short, the students need to master vocabulary. The larger the vocabulary mastered, the better will be one’s performance in all aspects of language works Burton, 1982. Vocabulary mastery is both knowledge of language and the ability to put language to use in context Read, 2000. 24 However, the students easily get bored when they learn language. It needs technique and learning media to make them know some words to develop their vocabulary. Students expect their learning can be fun and interactive. Therefore, the students prefer to learn English through alternative media. Students love playing online games. Online games are games that have 2D 3D graphics, sound, and animation, and rules to play, it can include storyboard or storyline, and it can be single player or multiplayer through the internet or computer network Derryberry, 2007. Online games can be the alternative media to learn vocabulary. The researcher believes that online games affect the students language learning. In this research, the researcher analyzes the influence of online games on students’ vocabulary mastery. The researcher uses theories about the influence of online games on language learning. Some researchers claim that online games give good influence on language learning Ghanbaran Ketabi, 2014; Turgut Irgin, 2009; Warschauer Ken, 2000; Peterson, 2011. However, some researchers believe that online games give poor academic performance Craton, n.d.. In this research, the researcher uses Massively Multiplayer Online Role Playing Games MMORPGs. MMORPGs is computer games where thousands of players interact with each other online in a persistent virtual world Zhuang et al., 2007, p.1. According to Steinkuehler n.d. highly graphical 2- or 3-D videogames played online, allowing individuals, through their self-created digital characters or “avatars,” to interact not only with the gaming software but with 25 other players ’ avatars as well. In MMORPGs, people can make their virtual role and play it. To provide clear relation between the online games and students’ vocabulary mastery, the researcher looks for the factors. Mc Clarty et al. 2012 say that there are some factors that make online games in fluence on students’ vocabulary mastery. This theory is supported by Gee 2005 theory. Both explain that the MMORPGs have characteristics that influence language learning. There are three factors of online games influence the students’ vocabulary mastery those are, the online games is interesting, have chat rooms, and allow words to be learned by situation. Besides, the online games give psychology benefits which are risk taker, and critical thinking.

C. Hypothesis

The conceptual hypothesis of this study is stated as follows: The online games will influence junior high school students’ vocabulary mastery. The influence can be seen in the significant difference between the mean score of the non-gamers group and gamers group. 26

CHAPTER III RESEARCH METHODOLOGY

This chapter discusses the research method, research participants, research instruments, data gathering techniques, data analysis techniques, hypotheses, and research procedure.

A. Research Method

In this study, the researcher used the survey method. Survey research is a versatile method of collecting data on the same characteristics from a substantial number of respondents Check and Schutt, 2012.

1. Survey

Survey research is one of the most common forms of research methodology to collect data about the communities. A survey is a method of collecting data in a consistent, or systematic, way Guyette, 1983. Survey can be useful because it has purposes. More specifically, it can be useful for determining the characteristics of a population or a community, defining existing conditions in a community or region, documenting community opinion, and comparing groups of communities. According to Wiersma 1995 survey research i s “probably the single most widely used research type in educational research” p.169. Wiersma 1995 further defines that survey research were used to measure opinions, achievements, attitudes, and any number of variables in natural setting. It is useful because it can present some examples that illustrate the characteristics of broad scope. 27 All of the purposes that were mentioned by Guyette 1983 and Wiersma 1995 could be directly applied to the development and management of community resources. The design of the survey research that the researcher used was cross sectional survey. Cross sectional survey is a set of survey that collects information for a sample at one point in time. The data may be collected from a sample of the population or from the entire population or community Guyette, 1985.

B. Research Setting

In this section, the researcher describes two settings related to the research implementation. They are the school setting and class setting.

1. School Setting

This research was conducted in SMP Negeri 2 Yogyakarta. SMP Negeri 2 Yogyakarta is a junior high school that is located at Panembahan Senopati Street 28, Yogyakarta. SMP Negeri 2 Yogyakarta had 19 classes; each of the class consisted of 30-35 students. There is one reason why SMP Negeri 2 Yogyakarta is chosen to be the school setting. SMP Negeri 2 Yogyakarta is located in the centre of the town. All of the students there are global students. They were familiar with computers and technology. The researcher found on the relation between a phenomenon of technology and the students ’ vocabulary mastery when the researcher did her teaching practice there.

2. Class Setting

This research was conducted in class IX B, IX C, IX D. It was held on the 18 th August 2014 until 20 th August 2014, during the first semester of the academic