Hypothesis REVIEW OF RELATED LITERATURE

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 30 mastery, the researcher used some instruments to collect the data. The instruments were test and questionnaire.

1. Test

Test is one of the common instruments that can be used in a quantitative research for purposes, such as to measure attitudes, personality, self-perceptions, aptitude, and the performance of the research participants Jhonson, and Christensen, 2012. According to Cohen, Manion, and Morrison 2011, “the test researchers have at their disposal a powerful method of data collection, an impressive array of tests for gathering data of a numerical rather than verbal kind ” p. 476. The researcher gave the participants the test to measure their vocabulary mastery. The aim is to get the data from the participants. Published standardized tests often can be used effectively for research on achievement. Based on Wiersma 1995, the researcher should review the content of the test as should any norms that may be used. To construct a good test the researcher should believe the issue of reliability and validity. Reliability refers to the consistency or stability of the test scores, while validity refers to the accuracy of the inferences or interpretations made from the test score Jhonson, and Christensen, 2011. Therefore, the researcher used a published designed test. The test that the researcher used was taken from a test book Word Power 1500 published by Oxford in 1982. It is a test book to measure the achievement in vocabulary mastery. The researcher chose the set of the test that contains words in some MMORPGs.

2. Questionnaire

The researcher gave a questionnaire to each participant. The aim of giving the questionnaire to each participant is to obtain the information from the students and get more information related to this research. The researcher used close-ended