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A Comparison of Online Games and Pictures Instruction 

in the Context of EFL to Enhance Students’ 

Vocabulary Achievement 

 

Beauty Gatari Cathleen Wenas and	Caroline V. Katemba Tobing 

Fakultas Keguruan dan Ilmu Pendidikan, Universitas Advent Indonesia 

Telp/Fax: +62 (022) 2700247 

Jl. Kol. Masturi No. 228 Parongpong, Bandung 40559, INDONESIA 

Email : beautyuty18@yahoo.co.id 

 

ABSTRACT 

The purpose of this study is to find the enhancement of students’ vocabulary 

achievement using Online Games and Pictures Instruction. This study used 

quantitative research method and comparative design. This study was designed to 

seek the answer to the following question: Is there any significant difference on the 

students’ vocabulary enhancement between those who are taught using Online Games 

and Pictures Instruction? In order to answer that question, there were two classes in 

grade eight of SMP Perguruan Advent XV Ciracas, Jakarta Timur. They were divided 

into two groups, grade 8-a was Pictures Instruction group and grade 8-b was Online 

Games group. The vocabulary test (pre-test) was given at the first meeting. After 16 

hours of treatment, the post-test was administered to both groups to see the significant 

of both methods. The data was analyzed using SPSS 17. The normalized gain of the 

students who are taught using Online Games 0.2802. It can be concluded that the gain 

level of Online Games is low. While the normilezed gain of the students who are 

taught using Pictures Instruction is 0.4631. It can be concluded that the gain level of 

it can be concluded that the gain level of Picture Instruction is average. The obtained 

result through the normalized gain indicated there was a significant difference 

between the group which was taught through Online Games and Pictures Instruction.  



	
	
	
	

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Based on the result of the data the null hypothesis was rejected and some 

recommendations are given at the end. 

Key Word: vocabulary, teaching, Online Games, Picture Instruction 

 

 

 

 

INTRODUCTION 

In this era of technology everything is associated with gadget. Well, the 

children having their own gadget such as computer, smartphone, laptop, tab, etc. 

Some of those stuff provided by parents since their early age. One of the most 

popular activities done by children under the age of 17 are playing online games. The 

curriculum used today is based on competence.  

Education based on competence is education that emphasizes the ability to 

be possessed by graduates of a given education level. It means students are required 

to have certain competencies or skills as a result of the learning process in schools. 

To compete in a global world, the competence or the ability of the main assets that 

must be owned by the students.	 Therefore it is expected that a competency-based 

curriculum can produce students who can compete globally. But some schools have 

difficulty in achieving basic competency in English language lesson. This is because 

the lack of mastery of the English	 language vocabulary. Students often have difficulty 

understanding the meaning of a word for the understanding of their relatively 

inadequate vocabulary so that the process of achieving a basic competency will be 

longer.  

This study offer a new method to teach vocabulary through online games. 

Because today many children are addicted to playing online games.	 Turgut and Irgin 

(2009) said that learning via computer games can be considered as surreal and 

outrageous. Many people are troubled with the themes that constitute certain games, 

and concerned with the intensity of involvement and amount of time that youth 



	
	
	
	

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devote to playing computer games. In this case the researcher sees this online games 

can also be used as a tool for learning English. According to Jan (2013) and Thomas 

& Brown (2011), learning through games is one of the most effective ways to learn, 

because games are used to improve content mastery, higher-order thinking skills, and 

social skills during the learning process.	 The uptake and use of games in educational 

and training contexts indicate a significant level of interest in game-based activities 

(De freitas & Griifiths, 2008). Processes of language learning have become more 

engaging by means of educational games which are believed to add fun to classrooms 

where students would feel more relaxed and comfortable.	 This study seeks to find out 

the effect of online games in enhance the ability of students vocabulary that compared 

with the picture instruction method. These things needed for enhancing student 

vocabulary ability. 

 

 

 

EXPERIMENTAL 

1. Population and Sample 

The participants of this study were the pupils of SMP Perguruan Advent XV 

Ciracas, East Jakarta, Jakarta. They were divided into two groups. Grade 8A and 8B 

consist of 56 students of SMP Advent Ciracas in East Jakarta. None of the 

participants had any experience of participating in this kind of experiments.		

2. Research Instrument	

The instrument used in gathering the data was vocabulary test. It is used to 

measure pupils’ comprehension of their vocabulary. The instrument used in the 

treatment method are computer’s laboratory, Wi-Fi, pictures that captured from the 

online game, online game, LCD-projector. The test was administered at the beginning 

and before the treatment is administered and a post test administered at the end of 16 



	
	
	
	

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hours treatment to find out the pupils’ achievement in vocabulary using online games 

and Pictures instruction. 

3. Treatment 

Procedures of Online Games: 

 Teacher gave some new words with a broad application domain in game nets 

or online games were selected to be presented to the students’ application 

domain in game nets. Online games are selected to be presented. Teacher told 

the kinds of the game online that student can play and explain to them step by 

step on playing the online game. 

 Students are allowed to use the internet in the classroom where they could 

play online games. 

 During the class time students in the online games group enjoyed an enjoyable 

environment where they used a variety of words in the context. 

 Students wrote the vocabulary that they recently learn. 

 Teacher give test about the vocabulary that student recently know. 

Procedures of Pictures Instruction: 

 Teacher introduced the lesson to the student 

 Teacher gave pictures to the student using Power-point Presentation with the 

English word that describes the pictures. 

 After the presentation the students in each group practiced the words through 

repetitions and question-answer drills using the same mode of instruction used 

to present new items in the class. 

 Teacher gave students worksheet about the PicturesTeacher introduced the 

lesson to the student. 

 

 



	
	
	
	

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4. Data Gathering 

 Pilot test 

Data collection instrument was preceded by pilot studies in children who are 

part of the student population not sample. That is to determine whether the 

instrument is sufficiently reliable or not, communicative, understandable, and 

so on. 

 Pretest 

The pretest for the grade 8A and 8B pupils administered on February 1, 2016. 

It is consist of 30 and design in form of multiple-choice questions. 

 Post Test 

After the treatment student was given a post-test. The post-test found out 

whether the use of Online Game and Pictures Instruction make impact on the 

students’ vocabulary improvement. 

 Validity of test question 

Validity test was intended to find out wheatear the instrument test is 

appropriate to be used in this research or not.  

	∑ ∑ ∑

∑ ∑ ∑ ∑
 

The result of the statistical computation on the pilot-test is presented in the 

following table. 

 

 

 

 

 

 

 



	
	
	
	

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Table 1.1 Classification of Validity Question 

Number of Question Rxy Interpretation 

3,6,18,21,28,36,43,45 = 8 0.40 <  ≤ 0.60 Moderate 

2,4,7,11,12,13,14,15,17,19,26,27,30,32,

35,39,41,42,44 

0.20 <  ≤ 0.40 Low 

5,8,9,10,20,22,23,25,29,33,34,37,38,40,

46,49 

0.00 <  ≤ 0.20 Very Low 

1,16,24,31,48,47 ≤0.00 Not Valid 

 

Questions are valid if the score is larger than 0.00. Based on the result of the 

table calculation above there were 44 questions that were valid. There were 4 

questions that were not valid, 16 questions were very low, 20 questions were low and 

8 questions were moderate. The result of the table above showed that there were 20 

items that had raw score 0.20 – 0.40. So, it can be concluded that the validity was 

low. 

 

 Reliability Test 

Reliability is the constant of a test when the test is done in the same subject. 

1
∑

 

Arikunto (2012) 

 

 

 

 

 

 

 



	
	
	
	

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Table 1.2 Classification of Reliability Test 

Coefficient of 

Reliability 

Interpretation 

0.90< ≤ 1.00 Very High 

0.70 < ≤ 0.90 High 

0.40 < ≤ 0.70 Moderate 

0.20 < ≤ 0.40 Low 

≤ 0.20 Very Low 

 

The result of the computation of reliability test showed that the reliability is 

0,60. It can concluded that reliability of the test was moderate. 

 

 Discrimination Index of Question 

The discrimination index of item is the ability to distinguish between good 

student (high ability) and the students who are less in intelligent (low ability). 

	 	 	  

(Arikunto, 2012) 

 

The result of statistical computation on the pilot test is presented in the 

following table. 

 

 

 

 

 



	
	
	
	

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Table 1.3 Result of Discrimination level of Question 

Number of Question Discrimination index Interpretation 

3 0.70-1.00 Excellent 

4,6,19,21,28,36,43,45 0.40-0.70 Good 

14,15,18,20,25,26,27,30,32,37,38,

40,41,42  

0.20-0.40 Satisfactory 

1,2,5,8,9,10,17,22,23,29,33,34,35,

44,47,48,49  

0.00-0.20 Poor 

16,24,31,39,46 < 0.00 Very Bad 

 

The result of the table above showed that there are 17 items with discrimination index 

between 0.00-0.20. It can be concluded that the discrimination index of the test is 

poor. 

 Statistical Treatment Data 

The researcher used the t-test to find out whether the achievement of the 

pupils who are taught by using Online Games is different from those who were 

taught by Pictures Instruction. To examine the data, the researcher compared 

means of the test between two independent data group which is done by using 

statistical or t-test. 

 

 

 

 

 

 

 

 



	
	
	
	

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RESULTS AND DISCUSSIONS 

1. Result of Data Analysis 

In gathering data of the research, the researcher taught two classes at SMP Perguruan 

Advent XV Ciracas, one class was Online Games group and the other class was 

Pictures Instruction group. The following table is the result of pre-test and post-test of 

each group. 

 

 

Table 1.4 Result of Pre-test, Post-test, Standard Deviation and Normalized Gain 

 

 

 

 

 

 

Based  on  the  result  of  the  table  above   showed   that  the  mean  and 

standard   deviation   in   students’   vocabulary   achievement,  it   has  gained  

0.2802   and  the  mean  of   the  students   who were taught  using   Online  Games 

60.31  and  the  post-test   is 71.35, while  the  gain of   the  students  who   are  taught 

using   Pictures   Instruction   is  0.4631.  The   mean  in   pre-test  is   58.93  and  the   

post-test   is   77.33.   The   standard   deviation   for  each  group  in  SPSS  17,   the 

standard   deviation   result  of  Online  Games   group   is   0.25763,   while   the    

standard   deviation   of   Pictures   Instruction   group   is   0.18223. 

 

 

 

 

		

Online	Games	 Pictures	Instruction	

Mean	 St.	Deviation	 Mean	 St.	Deviation	

Pre‐test	 60.31	 11.390	 58.93	 12.128	

Post‐test	 71.35	 12.903	 77.33	 11.025	

Normalized	Gain	 0.2802	 0.25763	 0.4631 0.18223	



	
	
	
	

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2. Test of Normality 

The researcher is using the test of normality to observe probability distribution of the 

data. 

Table 1.5 Result of Normalized Gain 

 

 

 

 

 

 

 

Based on the table above, this reseach used the output from the Shapiro-Wilk 

because Shapiro-Wilk is the most powerful normality test and because the test is 

originally restricted for sample size of less than 50 (Razali & Wah, 2011). If both data 

have ρvalue (sig) > α=0.05 it means data is normally distributed and if ρvalue (sig) < 

α=0.05, it means data is not normally distributed. Based on the data above, both data 

was normally distributed because the significant score of gain for Online Games was 

(sig) 0.887 > α=0.05 and the significant of the normalized gain for Pictures 

Instruction was (sig) 0.214 > α=0.05. 

3. Test of Homogeneity of Variance 

Based on statistic if both of the data were normally distributed, then the data 

homogeneity test was used. 

 

 

 

 

 

 

Group 

Shapiro-Wilk 

 Statistic df Sig. 

Gain Gain PI .954 30 .214 

Gain OG .981 26 .887 



	
	
	
	

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Table 1.6 Result of Homogeneity of Variance 

Gain    

Levene 

Statistic df1 df2 Sig. 

3.432 1 54 .069 

 

The data is homogenous if ρvalue (sig) > α=0.05 it means data is 

homogenous and if ρvalue (sig) < α=0.05, it means data is not homogenous. Based on 

the result of the table above, the result of the data between Online Games and 

Pictures Instruction were homogenous because Sig (0.069) > α=0.05. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



	
	
	
	

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4. Hypothesis Testing 

Table 4.4 Independent Samples Test 

Independent Samples Test 

  Levene's 

Test for 

Equality of 

Variances 

t-test for Equality of Means 

  F Sig. t df Sig. 

(2-

taile

d) 

Mean 

Differ

ence 

Std. 

Error 

Diffe

rence 

95% 

Confidence 

Interval of 

the 

Difference 

  Lowe

r 

Upp

er 

Gain Equal 

varianc

es 

assume

d 

3.43

2 

.06

9 

3.09

7 

54 .00

3 

.1828

9 

.0590

5 

.0645

1 

.301

27 

 

According to the data above, the researcher used the data of equal variances 

assumed concern that the sample data was distributed homogenous and sig (2-tailed). 

Based on the result of the data sig (2 tailed), it shown that sig. (0.003) ≤ α (0.05), it 

means that Ha is accepted and Ho is rejected. For that researcher concluded there is 

significant difference between those who were taught through Online Games and 

those who were taught through Picture Instruction. 

Based on the result of this study online games have significant result because 

through online games that students can learn vocabulary without feeling stress to 



	
	
	
	

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memorize. With a good atmosphere and fun, students unconsciously forcing 

themselves to understand the words that exist in the online game. and the result of 

this study was also supported by research of Purushotma (2005) who has suggested 

that games can be so highly motivating that even addictive they become so engaged 

in game activities that they stay in the classroom even in the break time. Rivalry and 

fun go together, creating both a friendly and competitive environment. 

For the treatment of Pictures Instruction, there is also significant result 

because the images have appealed and have a permanent effect when students learn 

vocabulary. Pictures also help students memorized the new words and help teachers 

to make lesson more interesting. Colored images make students more interested in 

learning the language. this study was also supported by Mansourzadeh (2015) who 

mentioned that pictures are those kinds of visual instruction materials that can be 

used more effectively to develop and sustain motivation in producing positive 

attitudes towards English and to teach or reinforce language skills. 

Based on the results of the two methods of learning, the mean of the picture 

has a higher score than the mean of the online games. This could be due to the 

method which has been frequently used by teachers in introducing new vocabulary to 

students that use the images as a tool. Since the beginning students learn the English 

language, is frequently used media images. In terms of textbooks also may be seen 

that the textbooks of English in Indonesia using a variety of images. 

 

Conclusion 

From the result of the data analysis based on the normalized gain from the 

pre-test and post-test, the enhancement of EFL students’ vocabulary achievement for 

Online Games and Pictures Instruction class were average. Based on the research 

finding, the researcher can concludes that there is significant difference in the 

enhancement of students’ vocabulary achievement in English between those who 

were taught using Online Games and Pictures Instructions. 

 



	
	
	
	

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References 

de Freitas, S. and Griffiths, M. (2008). The Convergence of Gaming Practices with Other  
Media Forms: What Potential for Learning? A Review of the Literature. 
Learning, Media and Technology, 33(1), 11-20.  

 
Jan, M. (2013). A literature review of game-based learning. Singteach, 45. Retrieved 
from  

http://singteach.nie.edu.sg/ issue45-research02/  
 
Purushotma, R. (2005). Commentary: You’re not studying, you’re just … Language  

Learning & Technology, 9(1), 80-96.  
 
Mansourzadeh, N. (2015). A comperative study of teaching vocabulary through pictures  

and audio-visualaids to young Iranian EFL learners. Journal of Elementary 
Education Vol.24, No. 1 pp. 47-5.9  

 
Thomas, D., & Brown, J. S. (2011). A new culture of learning cultivating the imagination  

for a world of constant change. Lexington, KY: CreateSpace.  
	

Turgut,Y.	 &	 Irgin,	 P.	 (2009).	 Young	 Learners’	 Language	 Learning	 Via	 Computer	

Games.