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The Role Of Playing Online Games In Teen’s Developing English Vocabulary

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CHAPTER I INTRODUCTION

1.1 Background of the study

Language is something that cannot be separated from human’s life. Language is not only for communication on speaking, but also as a marking and an indication to do something. Crystal (1980:202) states, “Language is a particular variety or level of speech or writing and people use language for special purpose” and Robert (1962:15) says, “We use language in order to communicate one with another, to express our personal reactions to situation, to stimulate a response in someone else, and for sake of thinking something out.”

Nowadays, English language is something has become ordinary and many Indonesians can speak English clearly and actively. Tarigan (1990:41) says in Indonesian, “Dalam setiap masyarakat bahasa, tidak ada seorang pembicarapun,

yang menggunakan satu ragam bahasa saja dalam setiap kesempatan berbicara.”

Language will be useless. If no one uses it and like what Chomsky (1968) says, in Syahputra (2014:5), that “language is unique to human.” And Chomsky in Jendra (2010:2) says that “when we study language, we are approaching what some might call ‘human essence’, the distinctive qualities of mind that are so far we know, unique to man.”

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(1988:6) says, “….several studies apparently show that formal learning environments are best for attaining second language proficiency, while other studies appear to show that informal environments are superior.” Ellis (1985: 5) said that “language acquisition is the study of how learners learn an additional language after they acquired their mother tongue” and Selinker (1994:6) says that second language acquisition and second language learning are interchangeably, irrespective of whether conscious or subconscious.”

Gardner (2003:2) said that “In ordinary English, a game is any pastime or diversion.” This definition covers a lot of terrain. All games have rules. The rules specify what a player can or cannot do. Every game has strategy matters.

Now, increasingly sophisticated technology, by Internet, all communication can be easier to do and it cannot be denied. Now, there are so many internet café and more people who use the internet it is used for social networks, browsing, and even playing online games. Online games are very well known to all people, especially for teenagers, many teens play online games in the cafe just to seek solace or an instrument of prestige in male adolescents. Online game is a game that is done through the Internet to connect online game players who are in another place by using different computers. For most adolescents, gaming is a pleasurable pastime activity. However, research suggests that excessive online gaming may in extreme cases lead to symptoms commonly experienced by substance addicts, namely salience, mood modification, craving, and tolerance. A journal “INTERNET GAMING ADDICTION, REASONS,

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addiction, this excessive use tends to interfere with everyday reality and to significantly influence it. Researches on the excessive use of internet structures and the problems it causes appeared as early as the 1989. Some online games are created by foreign people, and Indonesian businessmen sign it to launch in Indonesia. Almost all online games use English subtitles.

There are some positive effects of playing online games are written in

them is

“Meningkatkan kemampuan berbahasa Inggris.

Sebuah studi menemukan bahwa gamers mempunyai

[keterampilan] berbahasa Inggris yang lebih baik meskipun tidak

mengambil kursus pada masa sekolah maupun kuliah. Ini karena

banyak alur cerita yang diceritakan dalam bahasa Inggris dan

kadang kala mereka chating dengan pemain lain dari berbagai

negara.”

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Many people do not know the positive effects of playing games online, but most people, especially parents only know the negative impact, so as not infrequently they forbid their children do not allow children to play games online.

Many types of online games, there are race-shaped, adventure, war and others. By playing online games with frequent, it will make the online game players will be learning the language contained in the online game. Because the form of the language obtained not only in written form on the image game, but can also be obtained through hearing the audible voice of the sound of the online game. Moreover, online games are very interested in a lot of children, teenagers, adults, and even parents are too. Moreover, online games are written in English, it forcing all users to understand the meaning of the words written in the online game as a guide in the online game play. And it can add vocabulary of the game players in English language.

The teenagers usually play online game between at 1 pm and 7 pm, and they usually play online game for 2-3 hours. If they often play online games, automatically they will know and understand the games, and the words are too. In their dailies, they often talking about online games in school and at the place they are.

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features destructible and dynamic environments, as well as deeper character and skill customisation options.

In Pointblank, players join either the Free Rebels or CT-Force team (the Free Rebels are based on the Terrorists from Counter-Strike, while CT-Force is based on the Counter-Terrorists). Each team attempts to complete their mission objective and/or eliminate the opposing team. Each round starts with the two teams spawning simultaneously, usually at opposite ends of the map from each other.

A player can choose to play as one of four different default character models (Acid and Keen Eyes for CT-Force, and Red Bull and Tarantula for the Free Rebels). There are four purchasable deluxe character models: Fennec and Pit Viper for CT-Force or Cheshire and Shadow for the Free Rebels. Players are generally given a few seconds before the round begins or before the respawning to change the weapons and/or equipment.

Game points are awarded for winning a round, losing a round, killing an enemy, making a headshot, and killing other team's players in a row, etc.

Ellis (1997:31) said that “Language learning is like any other kind of learning in that it involves habit formation.” Habits are formed when learners respond to stimuli in the environment and subsequently have their responses reinforced so that they are remembered. Learning took place when learners had the opportunity to practice making the correct response to a given stimulus. But Brown (2000: 1) said that “language learning is not a set of easy steps that can be

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1.2 Problems of the study

Based on the background above, here are the problems in this research:

a. How are teens’ vocabulary developed by playing online games ‘Pointblank’?

b. What is the result of the role of playing online games ‘Pointblank’ in teen’s developing English vocabulary?

1.3 Objectives of the study

a. To find out the development of teens’ vocabulary in playing online games ‘Pointblank’.

b. To find out the result of the role playing online games in teen’s developing English vocabulary.

1.4 Scope of the study

In order to avoid excessively large discussions, this analysis is limited to make it more specific. The writer makes a scope of analysis which focuses on English being learned by teenagers at Martubung attending junior high school (SMP Negeri 45 Medan) (around 12-15 years of age), they are 50 teens (male). The writer chooses online game “Pointblank” as the source of data. Data is words that often appear in online games Pointblank.

1.5 Significances of the study

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