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Students' Anxiety in Online Game Learning

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0% found this document useful (0 votes)
4 views8 pages

Students' Anxiety in Online Game Learning

Uploaded by

Thaliana Qq
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

18

Chapter Three

Research Methodology

This research method defines important things related to this research. Several

important points will be mentioned in this chapter. This chapter will discuss the

methods used by the researcher to examine students’ anxiety participating in online

learning activities using game-based learning when the researcher carries out the

study and the participants involved in this research.

Research Design

This study aims to know how to manifest students’ anxiety in participating in

online learning activities and how the students deal with the anxiety. The researcher

will use a qualitative approach in this research. Qualitative research is done by

highlighting a certain aspect or discussion that is usually a descriptive form of

structured and systematic words or phrases (Ibrahim, 2015). According to Creswell

(2018), qualitative research is structured using words rather than numbers. Therefore,

the qualitative approach is appropriate to the method used in this study.

The research design used is descriptive qualitative. According to Creswell

(2018), qualitative research is used to find out and understand the meaning of social

problems according to the views of individuals or groups. This research uses a

qualitative descriptive design because the researcher would like to describe the study

of students’ anxiety in participating in online learning activities using game-based


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learning. Data collection of qualitative descriptive studies focuses on inquiry from the

humanities regarding the specific events under the study (Nassaji, 2015).

Research Setting

This research will be conducted from February to March 2021. This research

will be conducted at the English Language Education Department (ELED). The

ELED department is located at one of the private Islamic universities in Yogyakarta.

The researcher will choose the major from the private Islamic university for several

reasons. The first reason is that the department carries out online learning. The second

reason is based on the researcher’s experience in English Language Education

Department (ELED) using several game-based learning as learning activities during

online learning in Material Design and Language Learning and Acquisition courses.

This is based on the researcher’s experience during online learning that the researcher

is curious about the manifest of students' anxiety and students' strategy in

participating in online learning activities using game-based learning as a learning

activity. Another reason, why the researcher choose ELED because the researcher is

currently studying in this department and making it easier for the researcher to collect

data.

Research Participant

In this study, the researcher will involve 6 students of the class of 2020 as

participants. The class of 2020 students is chosen by the researcher because the class
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was carried out using online learning and used game-based learning as an online

learning activity. The researcher will use purposive sampling. According to Cohen,

Manion, and Morrison (2011), purposive sampling is collecting respondents not in a

general way and compared, but collecting respondents according to the criteria

determined by the researcher.

In this study, the researcher needs criteria to find the participants. The

researcher will choose ELED students batch 2020 who have anxiety in using game-

based learning for online learning activities. The anxiety for this refers to shaking,

nervousness, nail-biting, and sweating. To find the appropriate participant criteria, the

researcher will conduct a small-scale survey using the questionnaire method through

the Google Form platform.

In the questionnaire, the researcher will arrange questions to find participants

appropriate to the required criteria. The first question is have participants ever

participated in online learning activities using game-based learning. In this question,

the researcher will provide the answer often, rare, and never. The next question is

what the participants feel when participating in online learning activities using game-

based learning. The last question is have the participants feel anxiety when

participating in online learning using game-based learning. This questionnaire will

use Indonesian language to make the participants understand to answer the questions.

After the questionnaires are arranged, the researcher will distribute the questionnaire

to the class of 2020 group by asking one of them to distribute the questionnaire.
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Data Collection Method

This study will investigate the students' anxiety participating in online

learning activity using game-based learning which has two research questions. The

first research question is how participating in online courses using game-based

manifests students' anxiety. The second research question is how students deal with

their anxiety. To answer the research questions in this study, the researcher will use

interviews to collect data from the participants. Interviews are used to evaluate

participants in several aspects, collect information, develop hypotheses, and take

samples of participants' opinions (Cohen, Manion, & Morrison, 2011).

The researcher will use standardized open-ended interviews to collect data.

Standardized open-ended interviews are used to determine participants’ responses

according to the participants' experiences (Cohen, Manion, & Morrison, 2011). By

using this method, the researcher will find out about students' anxiety in participating

in online learning activities using game-based learning according to the experiences

experienced by participants.

Research Instrument

In this study, the researcher will determine students' anxiety manifestation in

participating online learning activities using game-based learning. To find students'

anxiety manifestation in participating online learning activities using game-based

learning, the researcher will interview participants. The first step, the researcher will

introduce herself and explain the purpose of the research conducted by the researcher
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to the participants. Then, the researcher will explain the procedures during the

interview, such as the number of questions, the time that will be used during the

interview. Before the interview begins, the researcher will ask the participants if they

have any questions before the interview begins.

The second step, the researcher will do ice-breaking. The reason is to make

participants do not feel nervous during the interview. In this step, the researcher may

ask several things about the participants, such as the name of the participant and the

class.

The next step, the researcher will interview participants about students'

anxiety manifestation in participating online learning activities using game-based

learning. This interview will have approximately 7 questions. The time for the

interview takes for 1 participant approximately 25-30 minutes depending on the

answer from the participants. The tools when recording will use an audio recorder,

pen, and paper to help the researcher to transcribe the interview results.

Data Collection Procedure

The data collection procedure is a strategy in research because the objective of

doing research is to obtain the data. Without knowing the procedure of data

collection, the research will not achieve the standard data that the researchers need.

First, the researcher will make the interview protocols.


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The procedure is started with the development of the interview protocol. The

protocol will be developed based on the topic and research questions. The interview

protocol consists of the introduction of the interview, the opening questions, the

content questions, and the probes that will be used when the researcher need a

detailed explanation and the closing statements. After the interview protocol is

constructed, then the researcher will ask the participants through Whatsapp to ask

permission about the interview. The interview will be conducted via Whatsapp call,

due to the pandemic, the researcher cannot meet in person with the participants.

Therefore the interview will be conducted online. Then, after the interview is

constructed, the researcher will start to transcript the interview audio and start to

analyze the data.

Data Analysis

In the next stage, researchers will analyze the data obtained. The researcher

will convert the interview results into transcripts. Then the researcher will do member

checking to check whether every point given by the participants is listed correctly or

not. The researcher will send the transcript of the interview to the participants to

confirm whether or not it was in line with what they said.

After doing member checking, the researcher will analyze the data using

coding. According to Cohen, Manion, and Morrison (2011), coding is the process of

labeling and organizing qualitative data to identify different themes and their

relationships. In this study, researchers used three types of coding, namely open
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coding, axial coding, and selective coding. After coding to analyze the data, the

researcher will describe the findings from the data that has been collected.

Trustworthiness

In qualitative research, testing the validity of the data consists of testing the

validity and reliability. Validity is an effort to check the accuracy of research results

by applying certain procedures (Cohen, Manion, & Morrison, 2011). The following

data validity strategies that will be used in this study are member checking and

coding.

Member checking. In this case, the researcher checks the data that has been

obtained from the data provider, whether the data provided by the data provider has

met the truth or is valid. The data obtained by the researcher has been given by the

data provider for the validity of the data in the data research. According to Creswell

(2018), member checking is to determine the accuracy of the data through the results

of the final report and the researcher can conduct follow-up interviews with

participants to provide opportunities for participants to comment on the findings. The

researchers did a member checking through the participants and double-checked the

answer from the participants. Some vague answers will ask again for a detailed

explanation and to avoid misunderstanding and misinterpretation.


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Coding

In analyzing the data, the researcher will analyze the scripts of the data

(coding). Coding is the process of compiling data using columns, text, or images and

writing words that represent the categories that have been found in a study (Creswell,

2018). The first stage, the researcher will copy the results of the audio interview into

text. Then, the researcher will change the subject sentence into a well-ordered

sentence without changing the actual meaning. Next step, the researcher interprets the

results of the interview. Finally, the researcher divides according to categories and

collects similarities or facts to find key themes as material to describe the data.

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