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
28 year 2014-2015. The researcher took 10 non gamer students and 10 gamer students.
Then, the researcher tested the participants in 2 days. The test was held in 100 minutes. The first day was for class IX D, and IX C. The second day was for class IX
B. According to Mistar 2005, a number of vocabulary items that junior high
school should master are 1500 words as cited in Ena, 2013. Therefore, the final grade students of junior high school should master 1500 words.
C. Research Participants
1. Population
A population is a group of individuals, objects, or items from among which samples are taken for measurement Wiersma, 1995. The population of this research
was the students of SMP Negeri 2 Yogyakarta class IX B, IX C, IX D.
2. Sample
Sample is the subsets of the people who are usually used for research by the researcher from the population a Web-Based Course from the University of
Connecticut, personal communication, October 23, 2014. According to Webster 1985 a sample can be defined as a finite part of a statistical population whose
properties are used to make estimates about the population as a whole as cited in Singh, 2007. When dealing with people, it could be defined as a set of target
respondents selected from a larger population for the purpose of a survey Singh, 2007. In this research, the researcher would choose two different sample groups; the
first group was the non-gamer students group and another group was the gamer students group. Both of the samples were students from SMP Negeri 2 Yogyakarta.
29 Each of the sample group had 30 participants. The researcher had 30 non-gamer
students and 30 gamer students. Each of the class was represented by 10 gamer students and 10 non-gamer students. The researcher took three classes to conduct this
research.
3. Sampling
Sampling is a technique to take a sample or respondent. According to Johnson and Christensen 2012, it is an important
“consideration in any study in which concern about the sample providing adequate representation of the population
” p. 303. In this study, the researcher used purposive sampling or which sometimes
called judgmental sampling. In purposive sampling, the researcher specifies the characteristics of the interest and then tries to locate individuals who had those
characteristics Johnson and Christensen, 2012. The researcher chose the respondent deliberately, by selecting gamer and non-gamer students. The researcher used
questionnaire to differentiate the gamer and non-gamer students. The numbers of the gamer and non-gamer students were 60 participants. Purposive sampling was used by
the researcher because purposive sampling made the researcher knew more information and the characteristics of the target participants. Random selection is
inappropriate in this research because this research does not aim to generalization.
D. Instruments and Data Gathering Techniques
It is important to select measuring instruments that provide the best and most accurate measure to measure the variables that the researcher intended to investigate.
In conducting the research about the influence of online games on vocabulary