THE STUDENTS’ VOCABULARY ACQUISITION ADDICTED TO PLAYING ONLINE GAMES

Authors

  • Novia Alfitri IAIN Bukittinggi
  • Arifmiboy Arifmiboy IAIN Bukittinggi
  • Merry Prima Dewi IAIN Bukittinggi

DOI:

https://doi.org/10.36665/elp.v6i1.374

Keywords:

Vocabulary acquisition, Addiction, Online games

Abstract

         This research aims to know students’ vocabulary acquisition influenced by playing online games. It wants to see the comparison of students’ vocabulary acquisition and the causes of similarities or differences in students who are addicted to playing online games with students who are not addicted. This type of research was causal-comparative by using mix method. The data were obtained through questionnaires, test, and interview. The population of this research of 117 students. To determine the sample, researchers used non-probability sampling, namely quota sampling. 73 students are addicted and not addicted. To analyze the data collected, researchers used the U-test by Mann Whitney using the SPSS 20 application with a significance of ? = 0.05. With the provision of significance values> 0.05, accepted and  is rejected, in this case, the researcher finds sig. (0.607> 0.05), it can be concluded that there are similarities between students who are addicted to not addicted. The occurrence of this equation is quite reasonable. Researchers used a questionnaire to group students who were addicted to playing online games. Then, a test was given to find out the comparison of students' vocabulary acquisition. After that, the data were analyzed using a U-test by Mann-Whitney. From the findings, it showed that there were similarities in students’ vocabulary acquisition between students who are addicted to playing games with students not addicted to playing games.

References

Arikunto, S. (2019). Prosedur Penelitian. Jakarta: Rineka Cipta.

Akdogan, E. (2017). Developing Vocabulary in Game Activities and Game Material. Bangladesh: Presidency University.

Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social and Behavioral Sciences, 98, 286-291.

Emzir. (2015). Metodologi Penelitian Pendidikan Kuantitatif Dan Kualitatif . Jakarta: PT Raja Grafindo Persada.

Kusumawardani, S. P. (2015). Game Online Sebagai Pola Perilaku (Studi Deskriptif Tentang Interaksi Sosial Gamers Clash Of Clans Pada Clan Indo Spirit). Jurnal Antropologi FISIP Universitas Airlangga, 4(2), 154-163.

Lyle, B. (2004). Statistical Analyses for Language Assessment. Cambridge: Cambridge University Press.

Nabila, P. (2019). Personal Interview, Student of SMK Cendana Padang Panjang.

Prastyo, Y. (2017). Pembagian tingkat kecanduan game online menggunakan k-means clustering serta korelasinya terhadap prestasi akademik. Elinvo (Electronics, Informatics, and Vocational Education), 2(2), 138-148.

Sugiyono. (2016) Metode Penelitian Kuantitatif, Kualitatif Dan R&D. Bandung: PT Alfabet.

Taufik, A. (2019). Personal Interview, Student of SMK Cendana Padang Panjang.

Downloads

Published

2021-01-23

How to Cite

Alfitri, N., Arifmiboy, A., & Dewi, M. P. (2021). THE STUDENTS’ VOCABULARY ACQUISITION ADDICTED TO PLAYING ONLINE GAMES. ELP (Journal of English Language Pedagogy), 6(1), 33–44. https://doi.org/10.36665/elp.v6i1.374