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Rendi Pratama Dan Selvi Dian Permata Sari TBI - A
Rendi Pratama Dan Selvi Dian Permata Sari TBI - A
Rendi Pratama Dan Selvi Dian Permata Sari TBI - A
THESIS
written by :
TARBIYAH FACULTY
2020
2
PREFACE
With all the praise and thanks to God the Almighty, who has given His
love and mercy so that a working paper entitled "The Effect of Mobile Legends
Game toward Students’ Vocabulary Mastery Of Death Note Group In Pamekasan"
can we finish well. The working thesis is structured to meet one of the projects of
the courses Thesis Writing.
In this opportunity, we would like to thank profusely to all those who have
helped us in completing the writing of this working thesis, to Mrs. Firdausiyah,
M.Pd As lecturer of Thesis Writing which is give us the support and motivation
to write this thesis. Finally, we hope that the writing of this thesis can be useful
for readers and also for writers.
The writers
3
TABLE OF CONTENT
Cover.................................................................................................................
Preface..............................................................................................................i
Table of Content...............................................................................................ii
A. Tittle......................................................................................................1
B. Research Context..................................................................................1
C. Research Focus.....................................................................................3
D. Research Objective...............................................................................3
E. Assumption...........................................................................................3
F. Hypothesis............................................................................................4
G. Significance..........................................................................................4
H. Scope and Limitation............................................................................4
I. Definition of Key Term........................................................................5
J. Review of Related Literature................................................................5
1. Vocabulary......................................................................................5
a. Definition of Vocabulary..........................................................5
b. Types of Vocabulary.................................................................8
c. Vocabulary mastery..................................................................11
d. The important of Vocabulary Mastery.....................................12
2. Mobile Legends..............................................................................14
a. The Definition of Mobile Legends...........................................14
b. Class of Mobile Legends..........................................................16
c. Design of Mobile Legends........................................................17
d. Advantage and Disadvantage of Mobile Legend......................18
K. Research Method..................................................................................20
1. Research Design.............................................................................20
2. Population and Sampling Procedure...............................................21
3. Research Instrument.......................................................................21
4. Data Collection Procedure..............................................................25
4
5. Data Analysis..................................................................................26
Bibliography.....................................................................................................28
Appendix...........................................................................................................
5
1
Donmus, The Use of Social Network in Educational Computer Game based Foreign Language
Learning (Social and Behavioral Sciences, Vol 9, 2010) page 1497
2
Ibid, page 1503
6
mostly taught out of context as isolated words, the main criticism of this
way of teaching is that vocabulary cannot be learned in isolation.
Activities which involve learners in thinking about the words, like using
games allow learners to remember the target words more easily. Learning
vocabulary is a hard work, so attempt is required to understand, produce
and manipulate the target words. Games help and encourage many learners
to learn target language more easily. They also help teachers to create
contexts in which the target words are useful, and meaningful; they also
bring fun for students, thus help them learn and retain new words more
quickly. In other words, game-based learning can create a meaningful
context for language learning process. After learning and practicing new
vocabulary through games, students have the opportunity to use language
in a non-stressful way.3
Games are advantageous, and effective in learning vocabulary.
They are motivating because they usually involve friendly competition and
create cooperative learning environment, so students have an opportunity
to work together. They improve students’ communicative skills, and they
have a chance to use the target language . Therefore, vocabulary games
bring real world context into the classroom, and enhance students' use of
English in a flexible, communicative way.
In the previous study, there are two researcher that have already
searched about online game in vocabulary mastery. The first one, that had
been by Elham Davoodi Khatir. He observed The Effect Of Using Games
On Vocabulary Learning. The second one, that had been by Luckyta,
Yohanna Augustina Anne. He observed The Effect of Playing Online
Games Moba Genre Toward Reading Skill of Young Adults. Considering
of previous research, the research made a different side. In this research,
the research focuses on The Effect of Mobile Legends toward student
vocabulary Mastery at TBI Sixth Semester of IAIN Madura. While in the
previous study they focus to playing games Moba genre toward reading
skill and, using game on vocabulary learning.
3
Elham Davoodi Khatir, “The Effect Of Using Games On English Vocabulary Learning” 2, No. 3
(2015): 40.
7
4
John.W Creswell, Educational Research, 4th Ed. (Boston: Pearson Education, 2012), 59.
5
John W. Creswell, Educational Research (United State: Person Education, 2012), P. 627
8
F. Hypothesis
Hypothesis are statement in quantitative research in which
investigator makes a prediction or a conjecture about the outcome of
relationship among attributor or characteristic. 6In this research used
Hypothesis Alternatif (ha) :
1. There is the effect of mobile legends game toward students’
vocabulary mastery of death note group in Pamekasan.
G. Signigicant of Study
The Significant of study explains the use of the important of
research.7. The result of this study is expected to give some benefits
theoretically, and practically.
1. Theoretically, this study is provide more information about the effect
of Mobile Legend toward Student's Vocabulary Mastery.
2. Practically, expected to give contribution to the effect of Mobile
Legend toward Student's Vocabulary Mastery, both of the
respondent and the researcher. Also, the result is to help other
researchers who want to do further in the same subject deeply.
H. Scope and Limitation of study
Scope focus the thing which intended to search by researcher,
where as limitation is a potential weakness or problem with the study that
identified by the research. In scope and limitation, must tell about the
limitation of variable that wants to research, the population or the subject
of research, and tphen when the research will be done. The limitation is
potential weakness or problem with the study identified by the research. 8
In order to make this research manageable, it is necessary to scope
and limit the study. In this research, the scope of this research is focused
on The effect of Mobile Legend . This research is centered on the effect of
Mobile Legend that is found in Pamekasan.
6
Ibid…, P. 111
7
Tim Penulis, Pedoman Penulisan Karya Ilmiah, (Pamekasan: Stain Pamkesan Press,2011), 19
8
John W. Creswell, Educational Research Planning Conducting, And Evaluating Quantitative And
Qualitative Research, 199
9
10
Irwan Ro’iyal Ali, The Correlation Between Students’ Vocabulary Mastery And Reading
Comprehension (UinSyarifHidayatullah: Faculty Of Tarbiyah And Teachers’ Training, 2010),
Page 7
11
Misteni & Luqman Baehaqi, Effects Of Teaching Vocabulary Mastery By Contextual Teaching
And Learning(Global Education System, 2016), Page 91
11
12
Irwan Ro’iyal Ali, The Correlation Between Students’ Vocabulary Mastery And Reading
Comprehension (UinSyarifHidayatullah: Faculty Of Tarbiyah And Teachers’ Training, 2010),
Page 7-8
12
names for things, events, and ideas. Some linguists believe that
lexicon influences people's perception on things, the Sapir-
Whorf hypothesis. For example, the Nuer of Sudan have an
elaborate vocabulary to describe cattle. The Nuer has dozens of
names for cattle because of the cattle's particular histories,
economies, and environments. This kind of comparison has
elicited some linguistic controversy, as with the number of
"Eskimo words for snow". English speakers can also elaborate
their snow and cattle vocabularies when the need arises.
6) Vocabulary growth
Initially, in the infancy phase, vocabulary growth requires
no effort. Infants hear words and mimic them, eventually
associating them with objects and actions. This is the listening
vocabulary. The speaking vocabulary follows, as a child's
thoughts become more reliant on its ability to express itself
without gestures and mere sounds. Once the reading and
writing vocabularies are attained–through questions and
education - the anomalies and irregularities of language can be
discovered."14
Longman Dictionary of Contemporary English defines
“vocabulary is all the words that someone knows, learns or
uses, or the words that are typically uses when talking about
particular subject or a list words with explanations of their
meanings in a book for learning foreign language"15
Webster's collegiate dictionary defines vocabulary as:
a. A list or collection of words and phrases usually
alphabetically arranged and explained or define.
b. A list or collection of terms or codes available for use.
c. A sum or stock of word employed by a language group,
individual or work or in a field knowledge.16
14
http://www.balancedreading.com/vocabulary.html
15
Longman, Dictionary of Contemporary English (Harlow: Longman Group, 1987) page 1177
16
Meriem Webster, Collegiate Dictionary (Amerika: Meriem Web Inc, 2003) Page 1400
14
19
Jo Ann Aebersold and Mary Lee field, From Reader to Reading Teacher (New York: Cambridge
University Press, 1997) page 139
20
Djalinushah and Azimar Enong, Tata Bahasa Inggris Modern dalam Tanya Jawab (Jakarta: CU.
Miswar, 1980) page 81
16
21
Irwan Ro’iyah Ali, The Correlation between Students’ Vocabolary Mastery and Reading
Comprehension (Quantitative, UIN Syarif Hidayatullah Jakarta, 2010) page 13
17
2. Mobile Legend
a. Definition Of Mobile Legend
MLBB is an online multiplayer gamebatlle arena (MOBA)
which is similar toDota 2 game where this game usesstrategy to
22
H Sektalonir Oscarini Wati BhaktiAndMarwanto, Vocabulary Mastery By Using Storytelling
(Journal Of Linguistic And English Teaching, Vol. 3 No. 1, 2018).Page81-83.
19
win, with fight 5versus 5 against enemy teams. This game has 3
lines (lines) are strengthenedwith the same goal tower that is to
destroy the main tower the enemy withthe hero we use. MLBB
online gamecurrently booming inthe public, the demand is
indiscriminateranging from children to adults including students.
This type of Online Game is a type of game that is played
simultaneouslywith more than 2 people or even thousands when
playing it online.Players will be in a virtual world to fight enemies,
the gameaction that uses the concept of strategy. Usually 5 versus 5
matches with the Heroour own choice and gamers can build the
perfect team fordefeat the opposing team, against real human
players in the gamewhich requires teamwork, the hero emblem
used, speed, even when communicating briefly. Examplethese
types of games include Dota1, Dota2, Heroes of Newerth, Chaos
Online, League of Legends, Clash Royale, Vainglory, Call of
Champions, Ace of Arenasand others.23
Online games have entered timelong enough in Indonesia,
its spreadit is very fast, especially in timethe last four years have
been in demand lessmore than 50 million game enthusiasts already
download this MLBB online game application. This one game has
become verypopular lately. Previously too there is one online game
called Clash of Clans (COC) which is very popular. But alongtime
went by, the game Clash of Clansbegan to be abandoned and now
many ofamong students turn to online gamesMLBB. Online game
is an applicationa game consisting of several gameswhich has
certain rules and levels.24
23
Devita Rani, Dampak Game Online MobileLegends:Bang BangTerhadap Mahasiswa DiFakultas
Ilmu Sosial Dan IlmuPolitikUniversitas Medan Area (Quantitati, Medan, Universitas Medan Area,
2018) Page 16
24
Devita Rani, Effiati Juliana Hasibuan & Rehia K. Isabela Barus, Impact Of Online
MobileLegends Game: Bang Bang ForStudents (Perspektif, Vol. 8 (1)), Page. 7
20
25
Arif Prayogo, Pengaruh Minat Bermain Game Mobile Legends Terhadap Kemampuan Problem
Solving Siswa Kelas Viii Di Sekolah Menengah Pertama Muhammadiyah 3 Purwokerto Tahun
Pelajaran 2018/2019 (Quantitative, Iain Purwokerto, 2019), Page 19-21
21
26
Ria Seprina Rahayu,Using Mobile Legend Media In Procedure TextTo Increase Students
Writing SkillsAmong The Eleventh Graders At Man 1 East Lampung (Qualitative, Lampung, Iain
Metro, 2020), Page 17
27
Ike Ireztyawan, “Fenomena Game Mobile Legends Bagi Perempuan Anggota VictorySquad,”
Riau:Department Of Communication Studies Faculty Of Social And Political SciencesUniversity
Of Riau, Vol. 5, 2018 P. 2-3.
28
Marcal Mora Cantallops And Miguel Angel Sicilia, “Moba Games: A LiteratureReview,”
Madrid :University Of Alcala, Alcala De Henares, 2018, P.2.
22
https://steemit.com/life/@mulkan/advantages-and-disadvantages-of-mobile-legends-popular-
moba-game-on-smartphone-2017829t192415939z.
25
questionnaire, the researcher uses the validity and reliability. of the test
formula. While the secondary instrument is used to collect the data is
documentation.
a. Questionnaire
Questionnaire is the number of written question used to
obtain information from respondent in the report about this
personal or the thing they knew.30
Questionnaire is a set of written questions for respondent to
answer.31 Questionnaire is used to collect data by using some
written question in this study; questionnaire is used to collect the
data related to variable X (Mobile Legend game) which the closed
questionnaire is applied.
There are two from of questionnaire are open questionnaire
and close questionnaire. Open questionnaire is the question of
questionnaire are not prepared with the researcher, while close
questionnaire is the question of questionnaire are prepared with the
researcher.32
Close questionnaire is the researcher limit the respondent to
select answer. In this study, the answer available. It means that the
researcher had been prepared the answer and wants to get short
answer. It is used to measure statistically significant effect of
mobile legend toward student's vocabulary mastery of death note
group in Pamekasan. Suharsimi Arikunto, Prosedur Penelitian
Suatu Pendekatan Praktik (PT: Rineka Cipta, 2010), P.
In this study, questionnaire is used as primer instrument,
And then the types of questionnaire used to collect questionnaire of
data variable X is indirectly with the nature closed multiple choice.
So to get data of variable X there are three alternative, the
alternative has different score. Score of Alternative A=3, Score of
30
Suharsimi Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik (PT: Rineka Cipta, 2010), P.
258
31
Sugiyono, Metode Penelitian Kuantitatif Kualitatif dan R & D (Bandung: Alfabeta, 2011). P.142
32
ibid. P.142
27
33
Suharsimi Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik (PT: Rineka Cipta, 2010), P.
258
34
Mohammad Adnan Latief, Reseach Methods on Language Learning: an Introduction (Malang
UM Press, 2011). P. 223
35
Sugiono, Metode Penelitian Kuantitatif, Kualitatif, dan R&D (Bandung: Alfabeta, 2009). P.173
36
Jhon W. Creswell, Educational Research (United State: Pearson Educational, 2012). P. 159
28
37
Ary, Donald, Introduction to Research in Education (Wadsworth: Cengage Learning, 2006). P.
236)
38
. (Jhon W. Creswell, Educational Research (United State: Pearson Educational, 2012). P. 159)
39
Suharsimi Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik (PT: Rineka Cipta, 2010).P.
223
29
40
Ibid. P. 274
41
Jhon W. Creswell, Educational Research (United State: Pearson Educational, 2012). P. 140
30
42
Anas Sudijono, Pengantar Statistik Penelitian ()Jakarta: PT: Raja Grafindo persada, 2012)page
193
31
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BIBLIOGRAPHY
Aebersold, Jo Ann and Mary Lee field, From Reader to Reading Teacher. New
York: Cambridge University Press, 1997.
Ali, Irwan Ro’iyah. The Correlation between Students’ Vocabolary Mastery and
Reading Comprehension. Quantitative, UIN Syarif Hidayatullah Jakarta,
2010.
Djalinushah and Azimar Enong, Tata Bahasa Inggris Modern dalam Tanya
Jawab. Jakarta: CU. Miswar, 1980.
Nasr, Raa T. Teaching and Learning English. London: Longman Group Limited,
1972.
Rahayu, Ria Seprina. Using Mobile Legend Media In Procedure TextTo Increase
Students Writing SkillsAmong The Eleventh Graders At Man 1 East
Lampung (Qualitative, Lampung, Iain Metro, 2020), Page 17
Rani, Devita. Effiati Juliana Hasibuan & Rehia K. Isabela Barus. Impact Of
Online MobileLegends Game: Bang Bang ForStudents. Perspektif, Vol. 8
(1).
Appendix