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Proposal Fikry Khaikal Resivi Kamis, 02 November 2023
Proposal Fikry Khaikal Resivi Kamis, 02 November 2023
Proposal Fikry Khaikal Resivi Kamis, 02 November 2023
By:
FIKRY KHAIKAL
1905086003
ii
TABLE OF CONTENTS
Approval....................................................................................... I
TABLE OF CONTENTS.................................................................... II
CHAPTER I...................................................................................1
INTRODUCTION............................................................................1
1.5.1 Theoritical...........................................................................................................
1.5.2 Practical..............................................................................................................
CHAPTER II..................................................................................
REVIEW OF LITERATURE...............................................................
iii
CHAPTER III.................................................................................
RESEARCH METHODOLOGY...........................................................
3.6.1 Questionnaire......................................................................................................
3.8 Trigulation.....................................................................................................................
REFERENCES................................................................................
iv
Chapter I
Introduction
This chapter presents the Background of the study, Research question, Limitation
English may be used to connect people in all situations, plays a significant part in
communication, and is without a doubt the world's most vital and important
communication tool (Ahmed, 2016). English is a language that can be studied practically
According to Safitri (2020), in reading has many learning strategies a person can
be affected in reading comprehension due to various factors. There have been many
studies about reading, but they were merely studies that study reading specifically.
According to Hung, et al. (2015), having a good reading framework improves vocabulary,
writing, fluency, and speaking. This means that as pupils read more, they will learn more
new knowledge. How students perceive foreign language learning has major implications
for future learning and instruction (Hromova, 2019). Online reading classes are typically
research by Husna, et al. (2022), provides practical features, entertaining activities, and
reasonable rates.
According to Untari's (2020) research, the findings support two assumptions: first,
that the benefits of online reading have a significant impact on students' vocabulary
understanding; and second, that students are highly involved in evaluating the educational
5
reading they have read throughout the semester. Aside from that, offline reading lessons,
according to Riadil (2020), have various issues. The issue is that they sometimes struggle
to read texts, learn how to pronounce words correctly, master vocabulary, link word ideas,
and comprehend text topics that are culturally diverse. They also struggle with
synthesizing material and distinguishing key concepts from supporting ideas in texts, as
experience.
where players can communicate with one another. Popular games nowadays include
Mobile Legend, Free Fire, and Clash of Clans, which are largely played by teens. As a
result, it has both beneficial and bad effects on the learning process in schools. Online
games are artificial systems designed to pit participants against one another. Then,
depending on the game, they will play together as allies or foes. Every game is a contest.
They have some rules and goals, and every game has winners and losers.
Roger and Johnson (2016) investigate the behavior of video game players. They
discovered that most players love playing video games and may learn new words from the
game's instructions. They also stated that participants benefited much from video games,
such as increasing their L2 abilities and engaging with native English speakers.
Al-jifri and Elyas (2017) investigated the relationship between video games and
English mastery. They discovered that the participants were more motivated and had a
Angraeni , et al. (2019) studied vocabulary mastery using online games with 30
students. They discovered that through games, pupils acquired the meaning of the new
language and translated it into L1. Ronimus, et al. (2019) investigated digital games for
6
struggling readers. They had 37 participants. They emphasized that digital play
intervention - letter sound and word level reading - increases reading proficiency.
2. Is it important to read the story text in the game to improve student reading skills?
1. How is students' English vocabulary mastery in games and in class has the possibility
2. It’s important to read the story text in the game to understand lore of the game and also
1.3.A. Scope
The scope of this research is to find the relationship of reading story text in online game
with students of the Mulawarman University English Language Education Program class
of 2019.
1.3.B. Limitation
This research will only focus on students of the Mulawarman University English
Language Education Program class of 2019 and only to those who play games.
The first purpose of this study is to find out if players' English reading abilities can
be enhanced by reading stories in online games, especially for those who are still studying
in lectures.
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The second purpose of this study is to investigate the phenomenon of online games
among Indonesian students. The goal of this study is to investigate students' perceptions of
online games.
The third purpose of this study is to find out if there is any relation between online
1.5.A. Theoretical
The findings of this study are expected to enrich insights and knowledge about
understanding reading story text in games and its impact on reading ability in schools.
Also this study’s findings will advance our understanding of how English is used in online
games, how it is perceived by players, how it is used to plan strategies, and how English
differs from other languages. This research will help future researchers by expanding their
knowledge, especially research on the relationship between online games and learning and
knowledge in schools. The study's findings are being used to educate English teachers
about students' perceptions of online gaming. As a result, teachers can create a variety of
1.5.B. Practical
critical for their future studies, English teachers, and English students use research findings
as knowledge to make informed decisions when playing online games. For example Online
classroom games are fun activities that teachers can play with their students over the
internet. For example, Digital Scavenger Hunts, Virtual Pictionary and Online Bingo. The
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1.6. Definition of the key term
1.6.A. Reading
activity in which individual words are combined to produce meaning. In the opposites,
according to Alderson (2000) reading is the interaction between the reader and the text.
During that process, many things happen, not only is the reader looking at print, but also
deciphering in some sense the marks on the page, deciding what they mean and how they
relate to each other. Based on Smahillah (2014) reading is a complex activity that involves
with written language. Relating to the definitions above, the reader who has to have the
balanced knowledge and experience must be able to adjust the source of information into
adaptable context.
program that is connected via the internet that can be played anytime, anywhere and can be
played in groups in the world and the games itself displays interesting images as desired,
which is supported by the device for these games itself. This is due to the fact that they
encompass both educational and enjoyable learning. Even today, many gamers (as gamers)
use these online games for business purposes, such as selling the most coins acquired by
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CHAPTER II
LITERATURE REVIEW
In this chapter, the researcher will discuss about Definition of Reading, Types of
Definition of Online games, The use of Online Games in Learning English, and Previous
studies.
2.1. Reading
one brings to the next is often more important than what one finds in it. In reading, the
students should be taught to use what they know to understand unknown elements,
reader and the text. It implies that reading is a task that involves reading a text. Reading is
the process of decoding and comprehending written language, claim Cline, et al., (2006).
According to Smahillah (2014), the researcher draws the conclusion that reading is the
process of learning to read a text and to understand its information from the
aforementioned claims, reading is a complicated process that requires both perception and
thought.
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Reading comprehension, according to Woolley (2011), is the process of extracting
meaning from text. According to Brown (2007: 89) (In Woolley 2011), in order to
understand texts, readers need a set of conceptual frameworks, or their knowledge of the
outside world. It can be assumed that readers make an effort to understand the material
they are reading. They accomplish this by engaging with the text itself and drawing on
past knowledge of the subject. After they are able to comprehend the individual words and
sentences that make up the text, they will be able to comprehend the entire text. Moreover,
Harmer (2010: 64) (In Woolley 2011) asserts that comprehension of a text's language at
the word, phrase, and overall text levels is necessary for reading.
word, the understanding of the content that is being read, and the construction of
meanings of the text. Students as the readers should not only know every word of the text
that they read but also they need to understand the text itself.
Andriani, et. al (2011) stated that offline games are different with the online games.
Therefore, it is expected to the users and gamers to wisely alter the gained information
from the internet since the information in the internet and online games has a wide
information and action that is not filtered yet. Online games are accessible games by many
players where the machines that the player is connected to by a network (Adams and
Rollings, 2010).
with internet connections and multiple users. In other words, online games are computer
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games that use internet connections to process user interactions. Meanwhile, according to
Kaustar (2019), online video gaming can be interpreted as a games program that is
connected via the internet that can be played anytime, anywhere and can be played in
groups in the world and the games itself displays interesting images as desired, which is
There are numerous sorts of online games, according to Rollings and Adams
(2006) Puzzle games, adventure games, sports games, construction and simulation, vehicle
simulation, role-playing games (RPG), action and arcade games, and strategy games are
among them. Several sorts of online games were developed and played by the community
based on the types of online games outlined above, which are known as Multiple Player
learning motivation and students' English learning achievement, indicating that students
who were driven to learn remained interested in learning, concentrated, and diligent in
accomplishing their goals. Thus, through learning achievement, high, medium, and low
According to Ray (2019) students who play online video games are not guaranteed
determination to maintain his a chievement. Students who do not play online video games,
on the other hand, do not guarantee that their enthusiasm and achievement in learning
English will improve, nor will their reading skills and vocabulary knowledge.
relationship between video games and literacy, with some finding favorable benefits.
Playing action video games, for example, has been found to increase visual attention span
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and, as a result, reading ability in teenagers and adults, as well as to support improved
reading skills in dyslexic youngsters. According to Kayaalt (2018), the use of online
games in language instruction to teach vocabulary is more effective than rote learning.In
line with Kayaaltı (2018) stating using online games in language teaching to teach
Numerous studies have been conducted on this subject. However, four studies
about reading and online games are provided by researchers. The first one is from the
study Investigated The Role of Video Games In Learning English by Fenny Yutika Seli &
Imam Sentosa, in their study they use qualitative descriptive analysis in their research.
The researcher collects data through close-ended questionnaire based on the Krashen
theory regarding English as a foreign language acquisition in this research was able to
provide valuable insights as to how video games influenced the acquisition of EFL in
Indonesia; 57 respondents answered all 39 questions spread across six major categories
regarding the roles of video games in influencing the respondents’ acquisition of EFL.
The results of this study were able to elucidate the roles of video games in learning
English specifically in Indonesia. After reviewing the data procured from the
questionnaire, the researcher found that all of the statements in the questionnaire yielded
agreements and strong agreements. Therefore, the researcher proved and came to the
conclusion that video games are able to enhance learners’ reading comprehension skills.
The second one is from the study Investigated How Genshin Impact Online Game
Impact Player English Skills by I Gusti Ngurah Octova Seventilofa. The researcher uses
qualitative research to assess students' abilities, as a research tool, the researcher collects
data through interviews. The ability referred to in this study is limited to the ability to write
and read. Correspondents in this study were 20 players of the Genshin Impact game
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between the ages of 16 – 36 years consisting of 19 male players and 1 female player. The
method of data collection was done by using a closed interview method. The results of this
study are true that Genshin Impact influences the English skills of the players although it is
not significant. The study's findings indicate that PC games can improve English skills and
some negative impacts such as gamers' lack of social interaction in the real world, feeling
dissatisfied if not playing games, addicted to playing video games all night, conflict occurs
between game addicts and the people in their environment, indifference to the surrounding
The third one is study conducted Students’ Perception on Online Game Online
Game for Vocabulary Development by Adil Dananjaya & Dyah Kusumastuti. This
research used survey as the method of the research where the instruments to collect the
data were closed-questionnaire and structured-interview. The subject of the research was
questionnaire, and 5 interviewees for the interview. The samples were taken by using
purposive sampling technique where the samples only they who have been playing Online
Game for at least 4 months to avoid bias of the data. After doing the research by using
questionnaire and interview, the result of the research could be concluded that the
students’ perception towards online game Online Game in their vocabulary development
is positive. The result is positive, reaching a 74% in the final result, therefore it is belongs
to positive perception, the data shown that the respondents agreed that they met many new
vocabularies, discovered how to spell and pronounce the words by the game’s system and
others that assisted them, even ever used the new vocabularies in their daily lives, and
they claimed that their vocabulary knowledge is expanding when playing Online Game.
Besides playing for fun, the students can also learn about English from this game.
The last or the fourth is a study conducted by Hamid Ashraf, et al. In their study
The Impact of Online Games on Learning English Vocabulary. The subject of the research
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was Forty five lower intermediate learners, ranging from 16-22 years old learning English
selected to sit for a proficiency test. Based on their score in the proficiency test, 24
students for the purpose of this study were finally selected. The participants were divided
into control and experimental groups (12 subjects per group). The results obtained from
the pretest, including 20 vocabulary-based items, at the outset of the course showed no
statistically significant difference between the control and experimental groups confirming
the fact that they were in a similar status. As a result, it can be suggested that online games
The most discussed research is the similarity between previous studies that have
examined the discussion in namely the reciprocal effect between playing games and
reading texts in games on students' reading skills. Therefore, based on the aforementioned
past studies, researchers are required to make contributions to this study, especially by
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CHAPTER III
RESEARCH METHODOLOGY
This chapter describes the research methods, which include Research Design,
Research setting and participants, Research Objects, The role of researchers, Data
interpretive and naturalistic approach to the study of people, cases, phenomena, social
situations and processes in their natural settings in order to reveal in descriptive terms the
This study is to assist students in improving their skills in online gaming as well as
their English skills. In order to more thoroughly understand the assumptions of certain
In this research, the subjects or participants are the Student of English education
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To select the participants, the researcher uses simple random sampling. According
to Gay (2012), random sampling is the process of selecting a sample in such a way that all
individuals in the defined population have an equal and independent chance of being
selected for the sample. The intent of simple random sampling is to choose individuals to
Based on the theories above, the researcher will use the term simple random
sampling. In this case, to select the participants based on the same trait or qualification
such as :
2. Participants have experience playing online games for 3/4 months and reading
This study focuses on students' reading abilities especially their vocabulary. The
researcher is interested in learning about students' reading abilities as they relate to the
practice of online games in the present era. The researcher distributes questionnaires to
students in order to learn about their viewpoints. Researchers then wanted to ensure
pertaining to their ability to read short English texts. To discover out, the researcher
administered a close ended questionnaire test to the students and then the researcher
selected five students to conduct student interviews, the five people selected were taken
based on their answers which agreed with the questions in the questionnaire.
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In this study, the researcher's responsibility is to gather and analyze data. As data
examine and comprehend student perceptions. Interpret research specifications and create
Data for this study were acquired utilizing a questionnaire through the items in the
will provide then, close inquiries as queries students can answer questions based on their
knowledge and experience. The instrument used in this present study is the researcher as
the key to the instrument in a qualitative study. The second instrument is structured-
interview. This research used two instruments to gather the information are by :
3.5.A. Questionnaire
The researcher of this study collected data from participants via a questionnaire. A
design that participant in a study choose some potential responses followed by a scale.
The participants had to select the response on the scale that reflects their beliefs or
survey design that participants fill out and return to the researcher. As a result, participants
3.5.B. Interview
Fraenkel & Wallen (2009) state interviews were utilized by the researcher to
confirm the data gathered during the process and to get more specific data. After that, a
structured-interview with the researcher would be done in-depth. Creswell (2012) states
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that a qualitative interview occurs when a researcher asks one or more participants in
will described in depth in this paper. Before being described, the data will be
qualitatively examined. Data analysis in qualitative research occurs both during and after
data collection, (Miles and Huberman, 2009). The researcher studied the respondents'
responses during the interview. If the researcher has not found the answer, researcher will
keep asking questions until researcher is pleased with the answer. There were several steps
2. The researcher used close interviews with a number of students to gather information.
The data from this study will be analyze using Miles, Huberman, & Saldana
(2014) model of data analysis. This analysis separated into three stages which are data
reduction, data display, and conclusion drawing. Explanation of those three stages can be
seen below.
a) Data reduction
simplifying, abstracting and/or transforming the data that appear in the written-up field
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note, interview transcripts, documents, and other empirical materials. In this research
researcher will be using code to trim out the important information from the transcript of
the interview. The researcher will give code to interview transcript to make the data
analysis easy to conduct. The following table was the coding system that researcher use :
1. R The researcher
2. P1 Participant 1
3. P2 Participant 2
Example:
L1 : First line
L2 : Second line
L3 : Third line
b) Data Display
The next stage of the three stage of Miles and Hubberman (2014) model is data
allows conclusion drawing and action. In this study, the data will be displayed or presented
in the form of narrative text as it was the most common way to presenting data (Miles and
Hubberman, 2014).
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c) Conclusion Drawing
The final stage of this data analysis model is conclusion drawing. If the evidence
which found in initial conclusion was not strong enough and tentative, then it is possible
for the researcher to change the data and support the next stage of data collection process.
However, the data will be considered as credible conclusion when the initial conclusion is
3.7. Trigulation
The reliability and credibility features of this study will be provided by the researcher
through data triangulation. Triangulation is a form of phase used by Fraenkel & Wallen
(2009) to verify the accuracy and dependability of their data using a variety of equipment.
Additionally, as stated by Denzin & Lincoln (2018), data triangulation is the process of
combining multiple data sources to create a more comprehensive and trustworthy set of
data. Because the researcher might obtain a variety of data from conducting this research,
the researcher employs data triangulation to verify the validity and reliability of the
findings.
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Alfiani, D. A., Nugraha, F., Mudiyanto, H., & Setiawan, D. (2023). The effects of online
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Ashraf, H., Motlagh, F. N., & Salami, M. (2014). The Impact of Online Games on
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Angraeni, L., Chuzaimah, C., & Nasir, F. (2019). Investigating EFL students’ perception
Antzaka, A., Lallier, M., Meyer, S., Diard, J., Carreiras, M., & Valdois, S. (2017).
Enhancing reading performance through action video games: the role of visual
approaches.
http://www.revistacomunicacion.org/pdf/n3/resenas/research_design_qualitative_q
uantitative_and_mixed_methods_approaches.pdf
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Fraenkel, J., & Wallen, N. E. (2009). How to Design and Evaluate Research in Education
Garris, R., Ahlers, R. H., & Driskell, J. E. (2002). Games, Motivation, and Learning: A
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Gunel, E. N., & Top, E. (2022). Effects of Educational Video Games on English
Graben, K., Doering, B. K., & Barke, A. (2021). Playing smartphone games while
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APPENDICES
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Appendix I
Identity Sheet
Name
NIM
Directions:
Give your opinion by giving a check mark (√) on the boxes in accordance with
Abbrevation Meaning
SA Strongly Agree
A Agree
N Neutral
D Disagree
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SD Strongly Disagre
QUESTIONNAIRE ITEMS
Give check mark (√) on the boxes accordance with your level agreement on each
statement below:
Questionnaire guideline
No. Statement SA A N D SD
character’s background.
item’s description.
29
4. After meeting new vocabulary from the game,
30
7. I can learn some different variety of word
words well.
life).
(contextual identification).
1
12. I encouraged or even used the new vocabulary
2
3
Appendix II
Interview guideline
INTERVIEW SHEET
No. Questions
1. Do you believe that while playing Online Game, you meet new
vocabularies? Why?
2. Do you believe that when playing Online Game you can relate the new
vocabularies with the vocabularies you have already know (the meaning,
synonym, and antonym)? Why?
3. Related to the lot of complete sentences in Online Game, do you believe that
in Online Game you can identify the vocabularies’ word class?
How?
4. Do you think when playing Online Game with your friends you can learn
to pronounce word correctly with the help of your friends and the
system announcer? Can you give an example?
5. Is your vocabulary knowledge increasing after playing Online Game this
far? Why?