CONTENTS
1.6.2. Settings and Participants ... 10
1.6.3. Data Collection Techniques ... 10
1.7. Procedure of the Study ... 12
1.8. Clarification of the Terms ... 13
1.9. Organization of the Paper ... 14
CHAPTER II THEORETICAL FOUNDATIONS 2.1. Defining Word and Vocabulary ... 16
2.1.1. Vocabulary Knowledge and Word ... 16
2.1.2. Branches of the Study of Meaning in Language 17 2.1.3. Receptive vs Productive Vocabulary ... 19
2.3. Computer Assisted Language Learning (CALL) ... 26
2.5. Computer Game to Enhance Vocabularies ... 32
2.6. Researches Related to The Use of Computer Game in Learning Activities ... 34
3.4.1.1 Vocabulary Test Item ... 44
3.4.1.2 Validity Test ... 45
3.4.1.3 Reliability Test ... 46
3.4.1.4 The Result of Try-Out Test ... 48
3.4.2 Questionnaire Items ... 50
3.4.3 Learning Media (the Game) ... 50
3.5. Data Collection Procedures ... 52
3.6. Data Analysis of Pre and Post Tests ... 53
3.6.1 Normal Distribution (Pre-Test Scores) ... 54
3.6.2 Homogeneity Variance (Pre-Test Scores) ... 54
CHAPTER IV FINDINGS AND DISCUSSIONS
4.1 The Process of Data Collection ... 59
4.1.1 Pre-Test ... 59
4.1.2 The Application of Treatment to Experimental Class ... 61
4.1.3 Learning Activities in Control Class ... 63
4.1.4 Post-Test ... 63
4.2 The Description of Data Analysis ... 65
4.2.1 The Validity and Reliability of Research Instruments ... 65
4.2.2 The Analysis of Research Requisitions ... 66
4.2.2.1 Normal Distribution Test ... 67
4.2.2.2 Homogeneity of Variance Test ... 68
4.2.3 t-test Calculation ... 71
4.3 The Interpretation of the result of Data Analysis ... 73
4.4 The Discussion of Research Questions ... 75
4.4.1 Does playing computer game improve students’ ability in mastering vocabularies? ... 75
4.4.2 What are students’ responses toward the game as a tool in mastering vocabularies? ... 85
4.5 Concluding Remark ... 90
CHAPTER V CONCLUSIONS AND SUGGESTIONS 5.1 Conclusions ... 91
5.1.1 Playing Computer Game can Improve Students’ Ability in Mastering Vocabularies ... 91
5.1.2 Factors Affecting the Differences ... 93
5.2 Suggestions ... 94
REFERENCES ... 96
APPENDICES ... 102
LIST OF TABLES
Table
2.1 Receptive and Productive Word ... 20
3.1 Index of Validity Level... 46
3.2 Index of Validity for Question Items (Try-Out test) ... 48
3.3 Index of Validity for Question Items (Pre-and Post-test) ... 49
4.1 Pre-test Score of Experimental Class (VIII B) ... 60
4.2 Pre-test Score of Control Class (VIII A) ... 61
4.3 Treatment Schedule ... 62
4.4 Post-test Score of Experimental Class (VIII B)... 64
4.5 Post-test Score of Control Class (VIII A) ... 64
4.6 Finding the Value of B in Barlet Formula ... 68
4.7 Several Possibilities Interpretation of the Result ... 73
LIST OF FIGURES
Figure
2.1 The Benefits of Playing Computer Games Inside Lesson Time ... 35
4.1 The Distribution of Samples’ Scores ... 67
4.2 Curve of Two-tailed or Non-directional Test ... 73
4.3 Curve of Two-tailed or Non-directional Test for df=38 ≈ 30, α=0.05 ... 74
4.4 Students' opinion about playing computer game: “Nancy Drew; the Creature of Kapu Cave” ... 76
4.5 A Model for the Study of Classroom Teaching ... 78
4.6 An Adapted Model for the Study of CALL Environment ... 80
4.7 Students’ Effort to Understand New Terms ... 82
4.8 Students’ Memorizing Level of the New Terms ... 84
4.9 Students’ Aims when Playing Computer Game ... 87
LIST OF APPENDICES
APPENDIX A Target Words ... 103
APPENDIX B Question Items of Try-Out Test... 107
APPENDIX C Instrument Validity for Every Item ... 119
APPENDIX D Validity Item calculation ... 122
APPENDIX E Instrument Reliability by Using KR-20 ... 125
APPENDIX F Pearson Product Moment Correlation Coefficient Values... 128
APPENDIX G Critical Values of Chi-Square (χ2) ... 129
APPENDIX H CRITICAL VALUE OF Two-Tailed or Non-directional Test .... 130
APPENDIX I Question Items for Pre-Test and Post-Test ... 131
APPENDIX J Lesson Plan ... 140
APPENDIX K Calculation of homogeneity of variance “Barlet Formula” ... 155
APPENDIX L Calculation of homogeneity of variance “t-test” ... 159
APPENDIX M Calculation of “t-test” (post-test) ... 162
APPENDIX N Questionnaire ... 165
APPENDIX O Questionnaire charts and figures ... 167
APPENDIX P Documents ... 171
CHAPTER I
INTRODUCTION
This chapter discusses the introduction of the research. It tends to provide brief
explanation about the whole paper. It is initiated with the background of study,
followed by limitation of study, research questions, aims of study, hypothesis,
research method, procedure of study, clarification of the terms and ended by
organization of the paper.
1.1.
Background of The Study
The common stereotype of people about vocabulary is a long list of words from
textbooks, spelling word lists, or even the various lists of terms to study for
examination only. This circumstance drives many practitioners to use various
techniques to teach vocabulary. Normally, flash card becomes favorite technique
in mind. No doubt that this comes up to share the common childhood experience
of having to “go look up the words in dictionary, write the definition, and then
write the sentence using the terms,” but how many of that vocabularies remain
unforgettable?
To deal with those unforgettable issues, other techniques come as an alternative.
First, it has two main criterion “look and remember” technique. Here, students
memory they wish they had. Another common vocabulary study technique is to
do “word-rehearsing.” It is about saying the terms over and over again, usually in
the exact language and format in which the definition originally comes.
While both techniques are considerably effective to enhance students’ mastering
vocabularies, those techniques are nonetheless a true weakling when compared to
others considerably stronger techniques that could be used. These “look and
remember” and “word-rehearsing” seems to be seductive strategies as Haycraft
(1993) believes that for students, it seems working but only short terms. So that it
rarely results in sustained memory of the new terms.
Nevertheless, researchers (Melka, 1995; Nation and Waring, 1995; Nagy, 2005)
offer the good way to learn vocabularies. In which it should be taught in a manner
that makes the vocabulary meaningful to make it remembered. It can be
interpreted that vocabularies should be taught within meaningful context, so the
new terms are part of experiences which are meaningful to the students. In other
words, the new terms for students to learn are in meaningful context, so that
students understand them contextually and have a chance to understand how to
put them in different context.
Because of that, the stereotype definition to vocabulary supposed to be changed. It
is not only the series of words that should be learnt, but more than that. It is series
An issue rises in its application. Often teachers in secondary schools weekly
require students to memorize lists of vocabulary terms. So that the result is
students who perform well in memorizing the list is considered that he/she can
master the vocabularies. It is believed that their scores in quizzes and unit test are
a good reflection of students’ vocabulary skill. Yet the real test is whether they
still remember those vocabularies in a few months later? Or can they keep the new
term they gained? If the answer is “NO”, then the whole teaching/learning/testing
and exercise were largely a waste of time and energy.
Although there are no specific and perfect ways to teach vocabularies to students,
still, vocabularies are basic to communication and often seen as problems for
foreign language learners. “when students travel, they don’t carry grammar books,
they carry dictionaries.” (Krashen, cited from Lewis, 1993). So it can be
concluded that efforts to identify and to give another techniques to teach
vocabulary are needed, considering how important they are.
Generally, every teaching and learning activity has two main elements; teacher
and students (Suherdi, 2009). Because of that, if learning vocabularies becomes a
waste of time and energy since students cannot reach learning goal, the analysis
will only be narrowed to those elements. It can be inferred from the teacher who
In non-English spoken countries (as, Indonesia), the chance of failure to some
extent is higher. Since in Indonesia, learning vocabularies usually takes place only
in class during the English lesson, learners have a little time to gain and to
practice the new terms they get. This circumstance is quite impossible to
eliminate, yet, it can be possibly reduced by taking some considerations to teacher
techniques and learning media in the teaching-learning activities (Suherdi, 2009).
By joining a good teacher techniques and learning media, it can create an effective
learning that is able to dispel or reduce the failure of vocabulary learning. In this
case it is built by creating made approaches, planned method and
well-applied techniques. In addition, this effective learning can stimulate students to
become active learners in their own right (Brown, 2001; Cameroon, 2001).
Unfortunately, there is no single formula for giving effective vocabulary teaching
and learning, and there is no single ‘right way’ to explain that are high quality
vocabulary learning experiences for students (Schmitt, 1993: 27-33).
Furthermore, besides learning media and teacher techniques, students’ motivation,
which actually is connected to them, is assumed to be effective to create chance to
eliminate the failure of vocabulary teaching. Because of that, to brush up
self-motivation, there should be a creative, active, innovative and joyful teaching and
learning to motivate learners, to give them exposure in gaining or mastering
vocabulary accurately by learners’ own way. Such activity considerably helps
linguistic, and becomes more attentive to important categories in the target
language vocabularies they learned (Weaver, 1990).
Hence, the effectiveness of learning and teaching is judged not by performance
but by outcome (Haycraft, 1993; Brown, 2001; Cameroon, 2001.) and the
outcome that counts in higher education is the quality of the students vocabulary
learning scores that occur. So it can be summarized that effective vocabulary
learning is vocabulary learning that is well organized and presented clearly and
enthusiastically with variation and students’ involvement and great outcome as the
results.
On the other hand, from those three aspects; learning media, teacher techniques,
and students’ motivation, it seems that learning media can provide a chance to
affect the other two aspects. An attractive, innovative, learning media makes
teacher easier to carry out teaching activity. It is also related to students’
motivation. The more interesting the media is the higher motivation of students to
learn vocabulary.
In recent time, the use of technology changes students’ mind a lot. This
circumstance advances education applications of computer that provide a raid
growing resources for language classroom. Because of that, learning language,
technology to be applied in a language classroom. Hence it creates
Computer-Assisted Language Learning or CALL (Beaty, 2003; Egbert, 2005).
In view of facts, CALL provides game as a language learning media. As in
Walton (1999) computer game is used to learn the use of language, history,
geography, current event, theology, management and math. Another example
provided by Palmbreg (1988). Here, the computer game was analyzed to be used
as a media to learn foreign-language vocabulary. In a view of those researches,
vocabularies can be taught using a computer game.
Furthermore, computer game as a learning media is one way to work out the
problems. Game encourages, entertains, teaches and promotes fluency or at least,
game is used to show students the beauty of foreign language they learnt, not just
a problem that at times seem overwhelming (Uberman, 2007). Computer game is
also developmental, educational, social and fun (Walton, 1999).
In particular, in Indonesia, a little work has been carried out on vocabulary
mastery using a computer game which is not specified for learning media, since
Indonesian researchers still assume that teacher in Indonesia is “non-native” to
computer. So, considering how important learning vocabularies for foreign
language learners and advancing technology to the classroom activities and also
investigates the vocabulary mastery using a computer game as one of the features
of Computer-Assisted Language Learning.
Besides that, vocabulary mastery has been developed for traditional classroom
type learning and thus need to be reassessed for CALL. It offers the unique
advantage of learning, analyzing, and both the development of vocabulary
knowledge and usage.
From several reasons in the previous paragraphs, this study investigates the
usefulness of a broad range of vocabulary mastery in CALL environment in terms
of vocabulary knowledge.
One appropriate computer game is used for this study. The game criteria are based
on Gairns and Redman (1986) about visual technique and verbal explanation in
learning vocabulary, since the new terms must be defined using language and
example which are already familiar to students and that the more ideas form
background knowledge with which the students are able to associate them. This
chosen game is utilized as a media to learn vocabulary. The game uses as an
example to comprehend the effectiveness in regard of learners’ development in
mastering vocabularies.
Based on the several reasons in the previous, it is summarized that this study
vocabularies. It is assumed that using games in teaching and learning process as a
media can help developing students’ ability in mastering vocabularies.
1.2.
Limitation of Study
This study only investigated whether a computer game as a feature of CALL is
quite effective as a language teaching media to master vocabularies for foreign
language learners, in this case, junior high school students, grade 8. It explains
how and why by giving appropriate statistical manifest to this study and its
interpretations.
1.3.
Research Questions
This study aimed to seek the answer of following questions;
1. Does playing computer game improve students’ ability in mastering
vocabularies?
2. What are students’ responses toward the game as a media in mastering
vocabularies?
1.4.
Aims of The Study
Associated with the previous research questions, this research investigated the
application of role playing game as one of Computer-Assisted Language Learning
feature to enhance students’ ability of vocabulary mastery. It tended to seek not
vocabularies using game. In addition, the authentic responses of students toward
the game to be used as a media in mastering vocabularies were analyzed. This
aims of the study are supported by theoretical foundations of vocabulary mastery
and the theories of CALL.
1.5.
Hypothesis
This research was begun with null-Hypothesis (H0) where both classes conducted;
experimental class and control class are similar in the ability level of vocabulary
mastery.
H0 : µexperimental = µcontrol
So, the null hypothesis of this research is playing a computer game cannot
develop students’ ability in mastering vocabulary. In other words, there are no
significant different between experimental class and control class in mastering
vocabulary.
1.6.
Research Methods
Some brief explanations of research methodology for this research provides
below;
1.6.1. Research design
In general, this research employed a quantitative method of analysis. Some
affected the students’ vocabulary mastery by analyzing the result of the tests as a
quasi-experimental design (Hatch and Farhady, 1982; Hatch and Lazaraton, 1994;
Kranszler and Moursund, 1999; Dornyei, 2007). Generally, this
quasi-experimental design was used to test the Null Hypothesis (H0); there are no
significant different in term of vocabulary scores between the experimental class
and the control class.
1.6.2. Settings and Participants
This study worked with forty participants of second grade students represented
from one of junior high school students in Pamulihan, Sumedang. They were
chosen since they are in the rural area that is presumed quite rare engaging with
computer, so that it is assumed that they are interested much to study using
computer. This research employs the students and their teacher.
The participants were divided into two classes. Thus, English teacher of those
participants was asked to apply the program in English lesson hours.
1.6.3. Data collection techniques
Several data collection techniques were employed to this research to obtain deep
and comprehensive analysis;
a. Tests
This study used two tests as instruments. These instruments were used to measure
test one as a pre-test. This test comprises 30 items of multiple choices questions
which were developed by own. This test was applied to both classes; experimental
class and control class.
Second is vocabulary test 2 as a post-test. This test also comprises 30 items of
multiple choices questions. This test was applied to both classes after the
treatment given to experimental class. In addition, questionnaire and interview
were used to gain comprehensive data from respondents.
b. Questionnaire
Questionnaire in this research was used to triangulate data along with the
interpretation of the test result. Generally, this questionnaire checked the result of
students’ vocabulary development through test from participants’ point of view.
This questionnaire also gave the clear reason and explanation how students could
learn vocabularies. The questionnaire for this research consists of 15 questions
answered by participants. It was given to the participants at the end of the
program.
c. Data analysis
Data analysis was needed to gather students’ background score of English. It was
generally used to define students’ homogeneity and also in creating instruments as
was used to acknowledge the researcher whether the program is effective to
improve participants in mastering vocabulary.
Since this research employed a quasi-experimental design, the result of pre-test
was provided as a media to seek the homogeneity of participants using t-test,
(Hatch and Farhady, 1982; Hatch and Lazaraton, 1994; Kranszler and Moursund,
1999; Dornyei, 2007) to compare means of pre-test score to seek whether the
participants are homogeny or not.
Meanwhile, the result of post-test was compared to seek the significant different
between two classes. The representative of this design is
( )
( )
Where G1 is experimental class, G2 is control class, x is treatment and T1 is
post-test
The post-test was analyzed using two-tailed independent t-test to seek the
significance of the program by testing the Null-hypothesis that has been presented
above, since independent t-test aimed to compare two means of different classes
(Hatch and Farhady, 1982; Hatch and Lazaraton, 1994; Kranszler and Moursund,
1999; Dornyei, 2007).
1.7.
Procedures of The Study
Below were the procedures of this study:
b. Clustering respondents into experimental class and control class
c. Pre-testing both classes with instruments (vocabularies test 1)
d. Giving treatment to experimental class.
e. Post-testing both classes with instruments (vocabularies test 2)
f. Comparing the data by using independent t-test in order to seek out whether the
result is significant or not.
g. Giving questionnaire to students in experimental class.
h. Concluding the study.
1.8.
Clarification of Terms
• Foreign Language (Cambridge Advance Learners’ Dictionary) Language
which belongs or is connected to country that is not yours
• Vocabulary (Oxford Dictionary, 1995) Vocabulary is whole words that are
consisted in a language. Words are parts of vocabulary. For instant, when
someone masters vocabulary, it means that he/she knows many words and its
meaning. So we can say that vocabulary is a list of words which are known
by someone or used in particular text.
• Teaching Vocabulary (Nation, 2005) the main issue in teaching vocabulary is
that learner only needs to know a few words and small parts of a word that
can be dealt with at any one time. Basically, teaching vocabulary means
teaching words which are considered as new terms (new words).
• Mastery (Cambridge Advance Learners’ Dictionary) Skilled, talented, able
• Game (Cambridge Advance Learners’ Dictionary) An entertaining activity
• Computer Game (Cambridge Advance Learners’ Dictionary) A game which
is played on a computer, in which the pictures that appear on the screen are
controlled by pressing keys or moving a joystick
• Feature (Cambridge Advance Learners’ Dictionary) A typical quality or an
important part of something
• Computer-Assisted Language Learning (CALL) (Egbert, 2005).
CALL is focused not on technology but on language learning. The word assisted
indicates that technology only facilitates the language learning process.
CALL occurs in many contexts and with many diverse participants. Therefore,
practitioners need to be prepared to meet a variety of needs.
CALL pedagogy should be grounded in theory and practice from a number of
fields, especially applied linguistics, second language acquisition,
psychology, and computer science.
1.9.
Organization of The Paper
Chapter I Introduction
This chapter contains Background of Study, Limitation of study, Hypothesis,
Research Questions, Aims of Study, Research Method, Clarification of Terms and
Chapter II Theoretical Foundations
This chapter includes foundation of theories underneath the study.
Chapter III Methodology
This chapter provides the application of the research, based on the methodology
that was explained previously in chapter one.
Chapter IV Finding and Discussions
The result found at chapter 3 is analyzed and discussed in this chapter.
Chapter V Conclusions and Suggestions
CHAPTER III
METHODOLOGY
In recent time, the use of technology changes students’ mind a lot. This
circumstance advances education applications of computer that provides a rapid
growing resource for language classroom. Because of that, learning language has
been developed to take the advantage of technology to be applied in language
classroom. Hence, it creates Computer-Assisted Language Learning or CALL. In
addition, one of the features of CALL is game.
Afterward, this research investigated the use of a computer game in learning
activity as a media. Thus, it was aimed to seek:
1. The effectiveness of playing a computer game to enhance students’ ability
to master vocabulary.
2. The responses from students toward the use of a computer game as
vocabulary learning media.
This chapter discusses about methodology which was used in this research. It
consists explanation of Research Methods, Hypothesis, Population and Sample,
Research Instruments, Data Collection Procedures, and Data Analysis Pre and
3.1. Research Methods
This research employed quantitative analysis with quasi experimental design. The
design was chosen to test the hypothesis. This research entangled three classes;
the first class was a try-out class; it was used to seek the validity and the reliability
of instruments. The second was control class and the third was experimental class
(Hatsch and Farhady, 1982; Hatsch and Lazaraton, 1994; Kranszler and
Moursund, 1999; Dornyei, 2007). The calculation result was analyzed and
discussed to answer the research question.
Meanwhile, the questionnaire analysis was used to triangulate the data based on
the statistical calculation result. The result of questionnaire and vocabulary test
were compared and synthesized to get deeper interpretation of the research. In
addition, that result was validated using related theoretical foundation of expert
views.
3.2. Hypothesis
This research was started with null-hypothesis (H0) where both classes;
experimental and control were considered have no significant different in the level
of mastering vocabulary.
In specific, the null hypothesis of this research is playing a computer game cannot
develop students’ ability in vocabulary mastery. It means that there is no
significant difference between experimental class and control class in mean
adjustment level (Hatsch and Farhady, 1982; Hatsch and Lazaraton, 1994;
Kranszler and Moursund, 1999; Dornyei, 2007). By using null hypothesis, every
possibility of the research can be shown. If the hypothesis is rejected, it can be
concluded that experiment works. While, if the hypothesis is accepted, the
experiment does not work.
3.3. Population and Sample
The main prerequisite of population and sample for this research was the sample
should know how to operate computer and engage with them continually. Yet, the
population and sample should not have ever played the computer game given
before. Because of that, purposive sampling was used. As the result, students of
one of junior high school in Sumedang were chosen.
The target population for this research is homogeny population. Therefore, the
population for this research was the second grades students of junior high school.
They were chosen for they become accessible population for this research. So, all
second grades students in one of junior high school in Sumedang became the
Furthermore, the population selected was narrowed to be samples. Samples for
this research were taken using purposive sampling. It employed clustered intact
group sampling from the population. So that, every class within the population or
sample frame has the same chance to be chosen as experimental class and control
class.
Since there were three classes conducted for this research, two classes were
chosen first as experimental class and control class. And the other class performed
as try-out class. As a result, 8a was chosen as control class, while 8b took part as
experimental class. Both control class and experimental class consist of 20
students.
Since the number of samples does not reach the minimum criteria to apply several
statistical calculations, two tests were employed; normal distribution test and
homogeneity of variance. These tests aim to identify whether t-test calculation
continues or not (Hatsch and Farhady, 1982; Hatsch and Lazaraton, 1994;
Kranszler and Moursund, 1999; Dornyei, 2007).
3.3.1. Try-Out Class
The try-out class was used to analyze the validity and the reliability of the
instruments, so that the instruments can be utilized as a measurement to test
students’ ability in mastering vocabulary. This class consists of 25 students
with control class and experimental class were chosen, in order to eliminate the
possible issues which relate to validity and reliability of the instruments.
3.3.2. Experimental Class
The experimental class of this research consists of 20 students who are assumed in
the same level in their vocabulary mastery. As it calls, the experiments were given
to them in some segments. Generally, a computer game was given to them to be
played. Thus, teacher guided them and involved with them to play the game.
In order to achieve or to finish the game, teacher did not give the participants any
clues about what this game is for. In the process, teacher did not show the way
how. Furthermore, teacher did not give students the definition of the unfamiliar
words or direct translation. So, students could find a way to understand those
words by their effort.
The experiment took eight meetings. Hence, the experiment stopped when they
finished or completed the game. In addition to those eight meetings, another one
meeting was held before the experiment begun, as a pre-test and another one
meeting for post-test. In total, there were ten meetings held for completing this
3.3.3. Control Class
Similar with the experimental class, the control class consists of 20 students. This
class performed as a static class that controlled the vocabulary improvement of
experimental class. This result of the research was analyzed by comparing the test
result with the experimental class.
No experiment held in control class. In other words, no changes of way they
learned vocabulary. Roughly, they learned vocabulary along with reading
comprehension in the class. They read the text and try to guess the meaning of the
new words they found in the passage. Otherwise, they wrote down the unknown
words, gave the words to their teacher and teacher explained the meaning of the
words (or direct translation).
Then, commonly, teacher asked them to produce sentences or paragraphs consist
of those new words. And n the end of week or unit, students were given a quiz or
test related to the vocabulary given. Again, it was along with reading the passage
or reading the text.
As in experimental class this class also held 10 meeting in total. 8 meeting for
delivering material to students and the other two were taken for pre-test and
3.4. Research Instruments
This research employed vocabulary test as the main instruments. These
instruments were supported by the finding from the questionnaire. Below are the
explanations of instruments for this research.
3.4.1. Vocabulary Test
This vocabulary test is a measurement of students’ ability in mastering
vocabulary. The test comprises 30 multiple choice question items which were
tested to both experimental class and control class. However, to build the test as a
good measurement of vocabulary mastering ability, its validity and reliability of
the vocabulary tests appeared.
In the very beginning, 50 items of multiple choices question were analyzed to
seek the highest validity and reliability for every question items. Before they were
analyzed, those 50 items of multiple choices question are validated by experts. In
consequence, several chances were done to the items. Some of them considered
the words which should be familiar and localized based on the syllabus and
curriculum of junior high school students in Sumedang.
In addition, the site and the condition of students were considered to make the
3.4.1.1. Vocabulary Test Item
The test was given to try-out class to seek their validity and reliability of
instruments before it was tested to both control class and experimental class.
The analysis began with 50 question items of vocabulary test in order to get in
order to choose the better validity and reliability scores. All questions items were
developed from the school syllabus, relevant theories and part of the
conversations taken from the game played. They cover four basic competences
and several indicators (see Appendix B).
Yet, before applying the test to try-out class, the items were analyzed by experts
and document analysis by comparing the test item to the syllabus and the specific
theories. Therefore, from 11 vocabulary skills which are proposed by Gairns and
Redman (1986) cited from Lewis (2001), this test items are covered 10 of them.
There are boundaries between conceptual meanings, polysemy, homophony,
homonymy, synonymy, affective meaning, style, register and dialect, translation,
chunks of language, and grammar of vocabulary. While pronunciation was not
included since this skill are related to recognize and to reproduce words in speech.
Meanwhile, questions items can be seen in the appendix A.
To make clear understanding about the items and prove the validity and reliability
of the instruments, the specification used for constructing test can be seen on
3.4.1.2. Validity test
Arikunto (1993; 63-69) explained that validity is a measurement of instrument. If
the validity value of the instrument is low/poor, the instrument cannot be trusted
to measure something. It means the invalid instrument cannot be applied to the
respondents. Arikunto also proposed the use of Pearson Product Moment
Correlation Coefficient Values to seek the value of instruments’ validity.
=
∑ ∑∑ ∑ ∑∑ ∑(Hatsch and Farhady, 1982; Hatsch and Lazaraton, 1994; Kranszler and
Moursund, 1999; Riduwan, 2003; Dornyei, 2007).
Where r is Pearson Product Moment Correlation Coefficient Values, N is number
of students who are analyzed, x is students’ vocabulary score (first variable) and y
is students’ summative score (second variable).
Every item on the instrument was calculated by using Pearson Product Moment
Correlation Coefficient Values to seek correlation index for every items through
correlating every single item of instrument (x) with total score of instrument (y).
Table 3.1. Index of Validity Level
Coefficient Interval (r) Validity Level
0.800 – 1.000 Excellent (Ex)
0.600 – 0.799 Good (Gd)
0.400 – 0.599 Satisfying (St)
0.200 – 0.399 Poor (Pr)
0.000 – 0.199 Very Poor (Vp)
(Riduwan 2004:110)
3.4.1.3. Reliability test
Not only validity analysis but also reliability analyses were employed for this
research, so that the effective measurement of vocabulary test can be given to
gather data as exact as possible to students’ ability in mastering vocabulary. This
research used KUDER RICHARDSON-20 (KR-20) method to analyze reliability
of instrument. It is because in this research instrument, every single right-answer
is valued 1 and every wrong-answer is 0.
In addition, this method was used to gain a higher reliability value, since the result
of KR-20 tends to give a higher value than the other methods such as KR-21,
Anova Hoyt, Alpha and so on. (Arikunto 1993: 101).
= − 1 − ∑
r11 = Internal reliability coefficient for all items
K = sum of question item
p = proportion of subjects who answer right
=
!" # $" %& $#' '()"! (& %& (!# * & +#' '# , &-#&!q = proportion of subjects who answer wrong (q = 1 – p)
s2 = variance total
=. ∑ / − ∑ /. . − 1
Afterward, the value of r11 is compared with index of Pearson Product Moment
Correlation Coefficient Values (see Appendix E) to see whether the value is
3.4.1.4. The Result of the Try-Out test
On Monday, May 2, 2011, the instrument was applied to try out class, eight grade
students of one of junior secondary school in Sumedang, to seek the validity and
reliability of the instrument. The result is shown as follow.
a. Test Items
The calculation showed that from 50 questions items of vocabulary tested, 34
items were categorized valid and 16 items were invalid. So that 30 valid items of
vocabulary test were taken as the instrument of this research and the instrument
was covered as shown on the table below.
Table 3.2. Index of Validity for Question Items (Try-Out test) Coefficient
Interval (r) Validity Level Question Item number
0.800 – 1.000 Excellent (Ex) -
0.600 – 0.799 Good (Gd) 16,20,27,
0.400 – 0.599 Satisfying (St)
2,3,5,6,9,10,15,17,18,19,22, 25,26,31,32,33,36,37,38,39,
40,42,46,47,48.
0.200 – 0.399 Poor (Pr) 11,21,24,28.
0.000 – 0.199 Very Poor (Vp) 1,13.
Later, the invalid items were eliminated, so that the vocabulary test item consist of
three items categorized good, 25 items categorized satisfying and two items
categorized poor. Furthermore, after comprising the items into 30 (see appendix
I), below is the distribution table for each items of pre-test and post-test.
Table 3.3. Index of Validity for Question Items (Pre-and Post- test) Coefficient
Interval (r) Validity Level Question Item number
0.800 – 1.000 Excellent (Ex) -
In consequence, the distribution of standard competence, basic competence,
learning activities and also vocabulary skill offered by the question items were
changing as in appendix I.
b. Reliability of the Instrument
After calculating validity of the question item using item analysis (see appendix C
and D), the reliability of the instruments were analyzed to using KR-20 (Hatsch
and Farhady, 1982; Hatsch and Lazaraton, 1994; Kranszler and Moursund, 1999;
The result of reliability question item by using KR-20 is reliable (see appendix E).
From the calculation, it is shown that the reliability value (r11) is 0.527321 this
result is reliable in level .05 which has minimum value 0.4227. It means that
selected question items are valid and reliable to measure students’ ability in
mastering vocabulary.
3.4.2. Questionnaire Items
Questionnaire in this research was used to triangulate the data along with the
interpretation of the test result. Generally, this questionnaire checked the result of
students’ vocabulary development through test from participants’ point of view.
This questionnaire also gave the clear reason and explanation how students could
learn vocabulary.
The questionnaire dealt with the students’ responses toward the game as a
vocabulary learning media. The questionnaire for this research consists of 15
multiple choices-questions answered by participants. It was given to the
participants at the end of the program.
3.4.3. Learning Media (the Game)
A computer game entitled Nancy Drew: The Creature of Kapu Cave was chosen
as a media for assisting students in learning vocabularies. This game was selected
because it provides audio and visual aids for learner. Furthermore, this game was
given by the English native speakers. In addition, to support vocabularies learning
for learners, the subtitle was provided for every character’s spoken words.
Another reason this game was chosen is the game rating. Since it was directed to
junior high school students, the rating of the game that can be given is labeled “E”
(everyone) or “T” (teenagers) not “18+” nor “A” (adult). This Nancy Drew: The
Creature of Kapu Cave has been rated by ESRB (an organization specialized to
rate video games) as “T” (teenagers). It means this game is saved to be played by
teens.
In a brief, this game is considered as RPG or Role Playing Game, where the
player controls the main character in the game and decides what the character will
do. Role-playing games requires much in the way of reading; rules are written in
books after all. At it is absolute minimum, a person playing an RPG must at least
read enough information to be able to create a character. Someone choosing to
referee a game must do a great amount of reading; game rules, setting, history,
back story, plot, character histories and descriptions, all of these must be read
before a game can be properly played. It helps a lot if some of the basic facts are
memorized, as well. All of this reading and rote memorization is exercise for the
mind (Cameroon, 2001).
RPGs can also involve a bit of writing to go along with all of the reading. Many
players write their own character history and background, to help flesh out the
adventure must create a setting, plot, and characters at the very least, and usually
ends up getting rather involved in writing an enjoyable story. In both cases, not
only are writing skills being developed, but creative ones are as well.
Because of those reasons, a computer game entitled Nancy Drew: The Creature of
Kapu Cave was chosen as a vocabulary learning media to be applied to junior
high school students.
3.5. Data Collection Procedures
The data for this research was gathered from various resources related to it. Those
data were used to create valid and reliable instruments and to provide
comprehensive discussion to the research finding.
To create valid and reliable vocabulary tests, syllabus of the one of junior high
schools in Sumedang were used to bond the instrument with the learning goal. So,
the vocabulary tests are apart with the school learning goal. This syllabus was
used as question items parameter to develop the vocabulary test.
Furthermore, the vocabulary tests were created by applying the theory of eleven
vocabulary aspects by Gairns and Redman (1986) cited from Lewis (2001);
Boundaries between conceptual meanings, Polysemy, Homophony, Homonymy,
Synonymy, Affective meaning, Style, register, dialect, Translation, Chunks of
language, Grammar of vocabulary and pronunciation. Both syllabus and
Meanwhile, the target words used in vocabulary tests were taken from several
conversations that exist in the computer game (see appendix A). In sum, the
vocabulary tests given to students were created from several conversations in the
game with considering the learning goal in syllabus and vocabulary aspects as
theory.
The other instrument of this research was questionnaire. The questionnaire for this
research consisted of 15 question items. Those items were created by considering
theories of vocabulary, theories of the use of game, and theories of Computer
Assisted Language Learning. This questionnaire was aimed to provide students’
responses toward the media.
Afterward, the computer game which was used as media entitled “Nancy Drew;
the Creature of Kapu Cave.” This game considers as RPG (Role-Playing Game)
that allows players to choose the character’s fate.
3.6. Data Analysis of Pre and Post tests
To verify the hypothesis of this research, independent t-test was chosen.
Independent t-test has primary purpose to see whether the mean score of two
different or independent groups differ to a statistically significant degree (Hatsch
and Farhady, 1982; Hatsch and Lazaraton, 1994; Kranszler and Moursund, 1999;
Dornyei, 2007). It has aim to analyze the result significance of this study. Yet,
before applying the t-test analysis, two prerequisites need to be fulfilled; Normal
3.6.1. Normal distribution (Pre-test scores)
The samples of this research were tested using pre-test question item to seek
whether the distribution of the data is normal or not normal. Basically if the
samples reach 30 or more, this test is not needed. Unfortunately, the samples for
this research were only 20. In consequence, their score should be tested, so that,
the research can be continued using parametric analysis or not-parametric
analysis. The normal distribution of the sample was tested using SPSS software.
3.6.2. Homogeneity Variance (Pre-test scores)
To verify whether the subject of this study homogeny or not, Chi-square test and
t-test were used. These tests are specifically used for testing the category data of
hypotheses. (Hatsch and Farhady, 1982; Hatsch and Lazaraton, 1994; Kranszler
and Moursund, 1999; Dornyei, 2007).
The data taken from pre-test was used to seek the homogeneity of subject by
taking the pre-test variance calculation of both classes. The formula of variance
for each variables and total variance are:
- Variance for variable x
0 =10∑ 2 − ∑ 21 0 10− 1
- Variance for variable y
- Total variance
6! ! = 10. 10 + 413. 35 0+ 13
Afterward, chi-square test (x2) is ready to be calculated by using the formula which is proposed by Riduwan (2004). The formula is provided below.
9 = :;1 10 = − > ?@ . log 6
&Where B equals with log 6! ! ∑ ?@ and df is total subjects in one variable
minus 1.
Finally, the result of 9 is compared with table of chi-square test (see appendix g),
so the criteria of subject are found. It can be described as follow:
• The result of 9 > 9 on the table of chi-square test. It means that the
subject is not homogeny, so the comparative test cannot be held.
• The result of 9 < 9 on the table of chi-square test. It means that the
subject is homogeny, so the comparative test can be held.
While for t-test the formulae are;
D + =EF6#0,− EFG!'H 40̅JKL 0̅MNOP5
640̅JKL 0̅MNOP5 =Q1622
2+
6/2
Note:
tobs = the value of t-observed through the data
nx, ny = the number of subjects in each of the two classes
60, 63 = the variances of the two classes
EF#0,, EFG!'H = the mean of two classes
640̅JKL 0̅MNOP5 = the values of standard error of differences
And the as in chi-squared test, the result of t-observed is compared with critical in
the t-table (see appendix h). So the result can be described as follow:
• The result of D − ;T > D − U VD on the table of critical value of
two-tailed test. It means that the subject is not homogeny, so the
comparative test cannot be held.
• The result of D − ;T < D − U VD on the table of critical value of
two-tailed test. It means that the subject is homogeny, so the comparative
test can be held.
3.6.3. Calculating t-test (post-test scores)
After the treatment was given to the experimental class, post-test score of both
classes was taken. Then, those scores were calculated by using t-test for two
independent samples to seek the difference between the mean of both classes, so
To calculate the result, t-test formula which is proposed by Hatsch and Farhady,
1982; Hatsch and Lazaraton, 1994; Kranszler and Moursund, 1999; Dornyei,
2007; is used. There are four steps to calculate the result:
1. Calculate the post test variance (S2) of each class by using;
=. ∑ 2 − ∑ 2. . − 1
Where N is the number of subject and x is the score of variable x.
2. Calculate the t obtain of the result (tobt)
D
+=
EF
6
#0,− EF
G!'H 40̅JKL 0̅MNOP56
40̅JKL 0̅MNOP5 =Q
622
12 +
6/2
1/
3. After tobs was found, to find the meaning of the calculation, use the
critical value of t (tcrit). To find the tcrit, see appendix H.
4. The last step was to decide whether the hypothesis is rejected or not. If
tobs has equal value or higher than tcrit, it means that H0 is rejected and
vice versa. In addition, level of significance which is usually chosen is
5. After testing the hypothesis, the result was interpreted, so that the
difference between the experimental class and control class was
shown.
The conclusion of this research was taken not only from the result of t-test
CHAPTER V
CONCLUSION AND SUGGESTIONS
This chapter discusses the summary of the whole paper and some suggestions that
concern on methodological point for further research and practical use for those
who want to apply this media.
5.1. Conclusion
Based on the research finding and discussion, it can be concluded that playing the
computer game entitled Nancy Drew: the Creature of Kapu Cave is assumed to
some extent effective to enhance students’ ability in mastering vocabularies. The
explanations are discussed below.
5.1.1. Playing Computer Game can improve students’ ability in mastering vocabularies
Common strategies for learning vocabularies such as flash card normally just
shares the common childhood experience of having to “go look up the words in a
dictionary, write the definition, and then write a sentence using the term”, but how
much of that vocabulary remains unforgettable?. This condition arouses
researchers’ interest to create the most effective strategies and techniques for
Related to that effective vocabulary teaching, Melka (1995), Nation and Waring
(1995) and Nagy (2005) offer strategies which combine technology (CALL) with
language learning. One of the strategies is the use of computer game as a
vocabulary learning media.
The use of computer game as a learning media has been proven by Walton (1999),
Uberman (2007), and other researchers. They believe that computer game
encourages, entertains, teaches and promotes fluency. At least, game is used to
show students the beauty of foreign language they learnt, not just a problem that at
times seems overwhelming. Game is also developmental, educational, social and
fun.
As the result of applying the media to junior high school students in Pamulihan,
Sumedang, the students’ ability in mastering vocabulary between those who learnt
using a computer game and those who did not are different statistically.
It is found that the scores of post-test between control and experimental classes
are different significantly. It is proven from the computation of t-test of both
pre-test and post-pre-test scores. In the beginning, experimental and control classes
statistically were in the same level. It can be seen on the result of homogeneity
test using Bartlet formula and t-test (see chapter 3).
However, after several treatments applied to experimental class, and both classes
the difference of experimental class is better than control class. The improvement
is assumed to be significant with the 5% level of error. It is proven by the result of
t-observed 2.179. The result is higher than t-table 2.042 for degree of freedom 30.
Since null-hypothesis was used for this research, the result shows that the
hypothesis was rejected. It means for some extends experimental class and control
class have different ability in mastering vocabulary statistically. In addition, it was
verified that experimental class has better score than control class in terms of
mastering vocabulary as the positive result of t-observed.
In sum, playing this game for some extent is proven effective to provide students
another vocabulary learning media that creates joyful learning in the classroom
activity.
5.1.2. Factors Affecting the Differences
The statistical computation in previous chapter shows the differences in term of
scores between experimental class and control class. While students’ assumptions
toward the game are shown from the result of questionnaire and interview were
held after the post test.
The fact that all of the participants have ever played computer game drives the
assumption that actually teachers have a giant access to develop learning material
with actual source of language provided by native speakers of English without
really inviting them to the classroom.
Furthermore, students’ interest and learning time span are raised by playing game
(see figure 4.3.). Implicitly, those factors were assumed forced students to learn
new vocabularies by their own will. They searched those new terms because they
needed them. In which, it is closely related to one part of acquisition (Ellis, 1994).
Unfortunately this method failed to create productive vocabulary learning (Nation,
2005) alone. In consequences, a tutor or a guide is needed to direct and to review
the gained vocabulary, so that, the method is effective and applicative as one part
of vocabulary learning media for junior secondary high school students.
5.2. Suggestions
Although this method created some improvements for students to master
vocabulary as it is shown in conclusion, still, further researches related to this
method are needed. Some suggestions for those who want to do further research
or want to apply the media are discussed below.
Generally, this method is a branch of Computer Assisted Language Learning
(CALL), so that the weaknesses in CALL occur in this method too. For instance,
tutors. So, instead of choosing suitable computer game to apply, choosing suitable
guides or tutors are also needed.
This research only dealt with vocabulary aspect with only one kind of computer
game, so that researches which deal with other language areas such as
pronunciation, dictation, or even for language skills are needed. Moreover, a
larger sample area is required to test the external reliability of this research, since
it only employed 20 samples in one junior high school.
Meanwhile, for practitioners who want to try applying this as vocabulary learning
media, several considerations are needed. Although it seems that applying this
media is rather easy, still, teachers or guides are needed to control them. It is
because in some scene the game contains various difference values with students’
own culture.
The most important thing when applying this game is teachers or guides should
consider and focus on the aim of this media or the syllabus. Since game is mostly
joyful, to keep students to the learning goals/aims, this game is suggested to be as
a part of learning not becomes the main material. Because of that, using this game
as media is only suggested not to be used in whole semester. So, the function of
the media to break students’ boredom and to create joyful learning is achieved
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