Data analysis ONLINE VOCABULARY GAMES: POTENTIAL ENCHANCEMENTS OF STUDENTS’ VOCABULARY ACQUISITION: A qualitative study of 4th Grade of Primary students in one of the International Schools, Bandung.

Eko G. Samudro, 2015 ONLINE VOCABULARY GAMES: POTENTIAL ENCHAN CEMENTS OF STUDENTS’ VOCABULARY ACQUISITION Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu conversation during the lesson, solving the game, and competing during the game between players, and also obstacles while learning using online vocabulary games. The result was elaborated descriptively supported by some evidence to strengthen the result. Classroom observation was aimed to investigate the natural of behavior of the participants Hadi, 1986 cited in Sugiyono, 2009. The researcher also participated in learning process while conducting online vocabulary games as the media in teaching vocabulary.

1.6.2 The analysis of the questionnaire

In this research, the researcher used close-ended questionnaire in form of Likert scale. It was given after the last meeting and all students got the same questionnaire. There were four ranges of Likert scale to find out about the student’s perception which covers four different categories. The responses in the questionnaire were categorized into four different scores as in the following, Table 3.3 Categories of the responses Categories Strongly agree Agree Disagree Strongly disagree Scores 4 3 2 1 The research also used the percentile formula to analyze the questionnaire data. Then, the data were interpreted based on the frequency of students’ answer. Based on Hatch and Farhady 1982, p. 46, the percentile formula is formulated as follows: � = X � � Eko G. Samudro, 2015 ONLINE VOCABULARY GAMES: POTENTIAL ENCHAN CEMENTS OF STUDENTS’ VOCABULARY ACQUISITION Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu P = Percentile F = Frequency of students’ answer N = Respondent

1.6.3 The analysis of the interview

The data from interview session were transcribed to help researcher in processing the data. Then, the second step was categorizing the data based on the research questions provided. The data from the interview session will be attached in research paper and the identity information was in a confidential. The result was elaborated descriptively based on the result from interview sessions with the three participants. In line with this, here are several steps used in analyzing the data from interview; transcribing, andor reviewing data, and analyzing all interview data Boyce and Neale, 2006. As proposed by Boyce and Neale 2006, the first step was transcription. By conducting transcription, the data was easy to be interpreted as good result.

1.7 Concluding remark

This chapter has elaborated the formulation of problems, research design, site and participants, research procedure, data collection techniques which consisted of classroom observation, questionnaire, and interview. This chapter also explained the data analysis which consisted of the analysis the classroom observation, questionnaire and interview. The next chapter discussed the findings and discussion of the research. 72 Eko G. Samudro, 2015 ONLINE VOCABULARY GAMES: POTENTIAL ENCHAN CEMENTS OF STUDENTS’ VOCABULARY ACQUISITION Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu CHAPTER V CONCLUSION, SUGGESTIONS AND LIMITATIONS OF THE STUDY In this chapter, several findings of the research are explained together in conclusion. The suggestions of the research are also presented briefly which is intended to the teachers, further researchers, and readers. Moreover, limitations of the study present the further information about the research.

1.1 Conclusion

The research was focused on the online vocabulary games as the potential enhancement on students’ vocabulary acquisition. The research was intended to investigate how online vocabulary games may help students to learn and retain vocabulary. Furthermore, the research was also aimed at finding out the students’ perceptions toward the online vocabulary games. The result of the research supported the effectiveness of online vocabulary games to develop the students’ vocabulary acquisition. The online vocabulary games were applied during the vocabulary lesson in 4A classroom in which the students achieved better understanding towards the vocabulary mastery at the end of the session. The result provided that more than 50 responses were positive regarding the students’ perceptions towards online vocabulary games and the way it helped students to learn and retain vocabulary. The online vocabulary games can be used as an instructional strategy in which the students can improve their vocabulary mastery in English during the classroom session. This teaching media had stimulated the students to be more interested in learning English, especially the vocabularies. Most of the students expressed that they had fun during the learning session using online vocabulary games. They did not get bored since the games provided some interesting elements to be enjoyed, for example pictorial illustration, animation and music.

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