Characteristics of Video Game
and should encourage more studies on the investigation of using adventure games in language learning.
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The study above only investigating the students perception, while the study the researcher wanted to investigate the implications towards reading
comprehensive and the motivations that emerge during playing the game. However, it is not easy to do such research, it is mainly because playing video
games are still considered not educating and sometimes they were considered as ‘violent’. This fact made the researcher eager to prove that video games are not as
what most people said. The second study is the Effect of Video Games on I
ranian EFL Learner’s Vocabulary Learning by Sedigeh Vahdat from Shahid Chamran University and
Amin Rasti Behbahani from Islamic Azad University. In this study, the researchers pick about 40 participants through TOEFL proficiency test; male and
female. The participants then divided into a control group and experimental group consist of 10 males and 10 females each. The control group studied vocabulary
via traditional classes while the experimental group plays a video game titled Runaway: A Road Adventure. The Researchers using three instruments where the
first instrument is simulated TOEFL test, second is an achievement test consist of 40 multiple choice test and the third is a Likert scale to determine the
experimental group’s view and experience when learning through video games. This study proves that video games are useful for students
’ vocabulary learning and the male participants are more interested in learning through video games
than the female participants.
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The third study is the Effect of using Narrative Comprehension Cards Strategy toward reading comprehension on narrative text from UIN Sultan Syarief
Kasim Riau researched by Erika. This study conducted for a senior high school students and it is using quasi experiment where pre-test, treatment and post-test
22
Howard Hao-Jan Chen and Christine Ting-Yu Yang, the Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners, Philadelphia: Taylor
Francis Ltd., 2013.
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Sedigheh Vehdat and Amin Rasti B., the Effect of Video Games on Iranian EFL Learner’s Vocabulary Learning, Florida: Reading Matrix: An International Online Journal, 2013
are conducted. The treatment only directed once by the researcher then the experimental group tried the strategy themselves. The result is that there is a
significant effect of the strategy used in the test. It is proved by the test result that the students’ comprehensions are increased after using the strategy.
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The fourth study is conducted by Romli with the title ‘Improving Students’
Reading Comprehension of Narrative Text through Story Mapping’ from UIN Syarief Hidayatullah Jakarta. The purpose of this study is to get the empirical
prove in improving the students’ reading comprehension of narrative text through story mapping. The researcher using a Classroom Action Research method, where
he conducts observations, interviews, questionnaires and tests. The result for this study is that the story mapping method brings an improvement to the students’
comprehension in narrative texts.
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The results of the studies above are involving many kinds of methods in language learning, which can inspire many teachers in teaching narrative texts. It
is proved that there are many ways to learn to comprehend English narrative texts. That is why researcher wants to try another method. In this study, role playing
game is going to be used and expected to have effects on students’ reading comprehension skills.
There are many differences and similarities from the study above with the researcher study. From the first and second study, both using video games as the
tool for learning which the writer will use for this study. Meanwhile the third and fourth study using a story mapping and narrative comprehension cards strategy as
the method of learning. The participants are varies from all of the study above, the researchers mostly pick intermediate level students while the writer will choose
from Junior High School students in Jakarta Selatan.
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Puspa Erika, The Effect of Using Narrative Comprehension Cards Strategy toward Reading Comprehension on Narrative Text of the Second Grade Students at SMAN 2 Bagan
Sinembah Rohil Regency, Skripsi for undergraduate Sultan Syarif Kasim Riau State Islamic University, 2015.
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Muhamad Romli, Improving the Students’ Reading Comprehension of Narrative Text
through Story Mapping, Skripsi for undergraduate Syarif Hidayatullah State Islamic University. 2014.