Theoretical Framework REVIEW OF RELATED LITERATURE

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