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Record W2799796795 · doi:10.5430/wjel.v7n4p45

Comparison of English Vocabulary Mastery Between Computer-Gamer and Non-Gamer Indonesian Students

2017· article· en· W2799796795 on OpenAlex
Lucia Niken Tyas Utami, Rahmawati Aprilanita, Gunawan Mansur

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueWorld Journal of English Language · 2017
Typearticle
Languageen
FieldComputer Science
TopicEducational Methods and Media Use
Canadian institutionsnot available
Fundersnot available
KeywordsIndonesianVocabularyMathematics educationTest (biology)Computer gameComputer scienceMultimediaPsychologyLinguistics

Abstract

fetched live from OpenAlex

Game has been a part of teenagers’ lives. The advancement of technology has led to the development of computer games. The vocabularies from games could give ample exposure to those who play them. The present study reports the difference in English vocabulary mastery of the computer-gamer and non-gamer Indonesian students and the correlation between frequency of playing computer games and the English vocabulary mastery. The research designs employed were comparative and correlational studies. The participants, 72 eleventh grade students of SMK Negeri 1 Bangil Pasuruan majoring Multimedia Engineering, were divided into two groups, 36 computer-gamer students and 36 non-gamer students. The data were collected by utilizing a demographic data collection and a free completion test of English vocabularies. The collected data were then analyzed statistically using SPSS 20. The results revealed that there was no statistically difference in English vocabulary mastery between computer-gamer students and non-gamers for the -value was 0.589. The result of Pearson correlation which was used to answer the second research question showed that there was a positive but very weak correlation between frequency of playing computer games and the English vocabulary mastery. It could be inferred from the result that playing games does not really support the vocabulary acquisition of the students and the amount of time spent to play games barely improve their vocabulary mastery.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.117
Threshold uncertainty score0.655

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.001
Open science0.0020.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.027
GPT teacher head0.358
Teacher spread0.331 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it