INTRODUCTION LITERATURE REVIEW RESEARCH METHODOLOGY

Eko G. Samudro, 2015 ONLINE VOCABULARY GAMES: POTENTIAL ENCHAN CEMENTS OF STUDENTS’ VOCABULARY ACQUISITION Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu questions, aims of the study, research design, the data collection, and finally the data analysis.

CHAPTER IV: FINDINGS AND DISCUSSION

This chapter explains the result of the study including the analysis of data based on the data collection and the theoretical frameworks, and the interpretation of the findings from the study.

CHAPTER V: CONCLUSION, SUGGESTIONS AND LIMITATIONS OF THE STUDY

This chapter contains the conclusion of the research that leads to the future suggestion related to the focus of the study as well as other fields related. This chapter also contains the limitations of the study on the research conducted. 33 Eko G. Samudro, 2015 ONLINE VOCABULARY GAMES: POTENTIAL ENCHAN CEMENTS OF STUDENTS’ VOCABULARY ACQUISITION Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu CHAPTER III RESEARCH METHODOLOGY Chapter three provides the methodology in conducting the research and description of research procedure in order to find out the answer from research questions stated in Chapter I. This chapter presents four main parts of the investigation: Formulation of problems, research design, site and participants, research procedures, data collection technique, and data analysis technique.

1.1 Formulation of problems

This study is intended to identify the effects of online vocabulary games towards the English vocabulary acquisition in 4 th grade elementary students at one of the International Schools in Bandung. This research is considered appropriate to the students in 4 th grade regarding the phenomenon of online gaming and computer game-based learning in their ages, especially in Bandung. In addition, the study is aimed at analyzing their perceptions towards online vocabulary games in order to acquire new vocabularies. Therefore, this study is guided through the following questions: 1. How do online vocabulary games help students learn and retain vocabulary? 2. What are the students’ perceptions towards online vocabulary games on vocabulary learning in the classroom?

1.2 Research Design

The research was employed by using the qualitative research method. The qualitative research basically has the purpose to understand the phenomenon in depth which is based on how the participants in the research perceive it Gay, 1996. It also seeks the i nformation about someone’s beliefs, point of view, or attitude of past events which influence to the present condition Best, 1970, cited in Cohen et.al, 2007.

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