Framework
Framework
Chapter II
Based on the explanation presented in chapter one, the researcher will review
some related stories of vocabulary mastery, reading comprehension, and video games.
Learning English are meanings that are agreed upon by a group of native
English speakers. English is the primary way to participate in the cultural life of
foreign-speaking communities.
precisely what the language itself means. A standard definition of language is:
vocal, but possibly also visual, (d) the meaning of the symbol has been adapted to
although the possibilities are not limited to humans only, and (h) the language that
requires some exercises in multiple skills like listening, writing, reading, and
speaking. Learning another language aims at facilitating the learner to write and
communicate in new language easily. The motivation to learn plays the important
proper media to increase the learner’s desire to learn by creating the atmosphere
of fun.
students in learning activities to achieve learning goals. Gerlach and Ely (in
Ibrahim, 2001) stated that instructional media plays a key role in the design and
material, or event that establishes conditions which enable the learner to acquire
knowledge, skills, and attitudes. In this sense, the teacher, text book, and school
Media as one of the usual aids is most available resource for language teacher
that is used for centuries to help students and practice foreign language
effectively. Learning media can be understood as the media used in the learning
medium used in the communication process, learning media has an important role
teaching and learning process can facilitate the educators in delivering the
material to the students. Besides, using media in teaching process can stimulate
the students’ attention and interest in understanding the learning material easily.
The purpose of using learning media in learning process is not only to complete
the learning process and to attract the attention of students, but it aims to facilitate
the teaching and learning process so that it can improve the quality of teaching
and learning. Hence, the learning media is the integral component within learning
system.
Every learning media has its own characteristics. These characteristics can be
sight, hearing, touch, taste, and smell. There are three types of media, e.g., visual
media, audio media, and audio-visual media. These types can be used in teaching
and learning as the instructional aid to bring all students into comprehending the
subject clearly.
a. Visual media
efficient. Besides, this media has function to attract the students’ attention, clarify
1. Pictures
2. Board
3. Textbook
5. Comics
6. Literary Works
7. Computer
8. Augmented Reality
4. Definition of Listening
the part in communication, through listening we can share our ideas with
everyday life.
solving skill and it is more than just perception of the sounds. Listening
through which children, young people and adults gain a large portion of
means we comprehend the sound falling on our ears, and take the raw
material of words, arrangements of words, and the rise and fall the voice,
into the message they are conveying. That is essentially what listening is
active process that involves much more than assigning labels to sounds or
words. As mentioned in Nunan (2003:24) “Listening is an active,
active skill.
5. Definition of Speaking
message in saying ideas, knowledge and feeling to other people. It is the most
important method in which the narrator can state himself with a language.
knowledge, information and say it by on the spot. It needs the ability to assist in
the management of speaking. It occurs in the real condition and has a little time
for planning it. Therefore, the fluency is needed to reach the aim of the
It means that if learners can speak accurately or fluently will help them
communicate easily and explore their idea. Speaking English also helps students
so the listener will understand what the speaker said. Speaking is essential for
their daily life, they are expected to be able to speak English accurately,
foreign language. Pinter (2006:55) said that, speaking can be started by repeating
models, drilling set phrases and practicing. It means that making conversation
with others in some situations where contribution of spontaneous are required. So,
the fluency of speakers has to be learned not only from language which we used
but also from what the suitable things which we said in certain situations. It is
6. Definition of Reading
that will be delivered by the writer by words media or written language. Reading
is a constant process of guessing, the students should be taught touse what they
know to understand unknown elements, whether these are ideas or simple words
carried out and used by a reader to acquire message which is conveyed by a writer
through words could be seen and known by reader. In short, reading is an activity
to get meaning from printed words or symbols and how this ability is used to
meaning from print out written material. In addition, Harmer (2001: 190) defines
reading as an exercise dominated by the eyes and brain. The eyes receive message
and the brain then has to work out of the significance of these messages.
From all definition above, the writer concludes that reading is the
process to understand about the content of the text. The primary target in reading
is the students should understand the content of the text after they do reading
7. Definition of Writing
Nunan (2003: 88) states that writing is an intellectual activity of
finding the ideas and thinking about the way to express and arrange them into a
that the writers are demanded to show the thoughts and organize them into a good
systematically written.
sequencing and expressing the content (Berninger at al, 2002). It requires the
well as what has been written, and using language for expressing exact meanings.
It means that writing consists of some stages that should be done by the writer in
8. Video Game
through speakers or headphones, and sometimes also with other types of sensory
feedback (e.g., haptic technology that provides tactile sensations), and some video
games also allow microphone and webcam inputs for in-game chatting and
livestreaming.
which traditionally includes arcade video games, console games, and computer (PC)
games; the latter also encompasses LAN games, online games, and browser games.
More recently, the video game industry has expanded onto mobile gaming through
mobile devices (such as smartphones and tablet computers), virtual and augmented
reality systems, and remote cloud gaming. Video games are also classified into a wide
B. Relevant Research
media to be used for teaching the easier it is for a teacher to educate the students for
learning second language. English teaching media is needed for the purpose of
students to understand the English language clearly. Many video games provided
listening and reading activity, to give players the narative when playing the game. But
only in MMO games where you can do listening, speaking, reading and writing
activity.
support the urgency of this research. The findings of the reviews presented as follows.
VOCABULARY aimed to see whether that multiplayer online video game have
impact on students’ english vocabulary. This study was conducted on 9
judgment to choose the sample based on prior information and the researcher’s
believe that the participants were able to give any information that she needed. In
gathering the data, the researcher used an in-depth interview which was
questions with same sequence to participants so the interviewer would easily see
the patterns and compare their answer. Based on the result of the study, DoTA 2
players conducted a lot of interaction using second language fluently. They could
express their idea and emotion without anxiety. They just spoke and delivered
their thought using English confidently. But then as the result they accidentally
consider students’ emotion during the teaching and learning process so that
an impact on students speaking skill. This paper seeks to explore the effect of
online game on students’ speaking skill. The paper was a qualitative study. It
started by identifying the users and non users of online games. It took 38 students
male and 28 female students. The research took place between 20 May 2019 and 6
June 2019. The research analyzed speaking skill factors (internal and external
factors), the benefit of online game on students’ speaking skills, the aspects of
speaking skills which consist of language aspect. After conducting the research,
the researchers conclude that online game influences students’ speaking skill. It
was seen from language and non-language aspects. The language aspect consists
3. The last one is titled It’s a WoW World: Second Language Acquisition and
video games could help students acquire a second language. The study was
conducted as a digital ethnographic study (Chen, 2012; Nardi, Ly, & Harris, 2007;
Nardi, 2010; Boellstorff, Nardi, Pearce, & Taylor, 2012) through playing World of
Warcraft with the participant for over a yearlong period. The participant was a 21-
year-old Korean male, who did not have experience in English speaking countries
prior to coming to U.S. His English education proficiency was level 2. This means
English ability is capable to read and write in a beginner level, somewhat close to
survival English level. The data were collected through a digital ethnographic
studies online content such as online communities and cultures formed through
participants was forced to learn the english independently via context clues to
progress the game and needed help from other player to understand a complex
English skills. Video games have a potential to be used as a media for teaching
english languag. In reading, a reader must master many vocabularies to get a good
the other hand, a study showed that there is no correlation between vocabulary
mastery and reading comprehension. The findings from some research stated
above, the researcher wants to observe the correlation of vocabulary mastery and
reading comprehension in a video game called Call of Duty, a game that involves
dialogue and many forms of written material to support the delivery of story line
in the game.
C. THEORETICAL FRAMEWORK
The conceptual framework of this research is as follow:
English Language
Teaching
Media Material
Listening Speaking
Comprehension Comprehension
Oniline
Interactions