THE STUDENTS’ VOCABULARY ACQUISITION ADDICTED TO PLAYING ONLINE GAMES

Novia Alfitri, Arifmiboy Arifmiboy, M. Dewi
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引用次数: 1

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 α = 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.
学生的词汇习得沉迷于网络游戏
本研究旨在了解网络游戏对学生词汇习得的影响。它想看到学生的词汇习得的比较,上瘾的学生和不上瘾的学生的相似或不同的原因。本研究采用混合法进行因果比较。数据通过问卷调查、测试和访谈获得。本次研究的人口为117名学生。为了确定样本,研究人员采用了非概率抽样,即配额抽样。73 .学生上瘾和不上瘾。为了分析收集到的数据,研究人员使用Mann Whitney的u检验,使用SPSS 20应用程序,显著性为α = 0.05。提供显著性值> 0.05,接受和拒绝,在这种情况下,研究者发现sig.(0.607> 0.05),可以得出成瘾学生与不成瘾学生之间存在相似之处。这个方程的出现是很合理的。研究人员对沉迷于网络游戏的学生进行了问卷调查。然后进行了词汇习得对比测试。之后,使用曼-惠特尼u型检验对数据进行分析。从研究结果来看,游戏成瘾学生与非游戏成瘾学生在词汇习得方面存在相似之处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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