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THE EFFECT OF GAMES USED BY PRACTICE TEACHERS ON THE STUDENTSÂ’ ENGLISH ACHIEVEMENT AT SDN SISIR I BATU

ASMI, NURIDDINA ANITA (2013) THE EFFECT OF GAMES USED BY PRACTICE TEACHERS ON THE STUDENTSÂ’ ENGLISH ACHIEVEMENT AT SDN SISIR I BATU. Other thesis, University of Muhammadiyah Malang.

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Abstract

Techniques are the activities that are used for making the learning process more active. By many kinds of technique used by the teacher, students, especially in the elementary school will be interested in learning new material. Game is a good technique to teach students in elementary school. Game is also a fun activity that makes students at elementary school interested to do it. This research focused on the effect of games on the studentsÂ’ English achievement at SDN Sisir 1 Batu. The games were applied by teacher training practice students at February - March 2012. There were two problems in this research; what kind of games used by teacher training practice students and how is the effect of games on the studentsÂ’ English achievement at SDN Sisir I Batu. The aims of this research were to describe the kind of games used by teacher training practice students and to answer the effect of games on the studentsÂ’ English achievement at SDN Sisir I Batu. This research employed a descriptive quantitative research because the data was analyzed in the form of number and describe about the phenomena that became a cause. Moreover, this research analysed about phenomena that happened in the past and the data already existed. Therefore, this research used ex-post facto design. As the instrument, this research used official document (studentsÂ’ report). The data were collected from the lesson plan used by teacher training practice students and the studentsÂ’ report. The population of this research was 54 students at fourth grade SDN Sisir I Batu. The researcher used population research so she took the whole population as the sample. Because there were two data, describing kind of games and the effect of games itself, the researcher used descriptive analysis to analyze the independent variable (games). To know the effect of games towards studentsÂ’ achievement used paired sample t-test was applied. Based on the result of this research, two points were shown. First, the games used by teacher training practice students to teach English at SDN Sisir I Batu were puzzle, crossword, and guessing games. Second, the result of paired sample t-test showed that games gave an effect to the studentsÂ’ English achievement. It was proven from the calculation of t-test result (t value), which was compared with the result of t table. The result of t value was 16. 596 by considering the significant level was 0.05, and degree of freedom (df) = 53. Seeing from the t distribution it was found the t table was 2.005. Moreover, the mean score before and after taught by using games showed that games really gave an effect to the studentsÂ’ English achievement at SDN Sisir I Batu. The studentsÂ’ mean score was 6.11 before they were taught by using games. However, after games were applied, their mean score was 7.68. By looking at the result of t-test 9t Value) compared with the t table and the difference between mean score before and after taught by using games, it can be concluded that games gave a positive effect to the students' English achievment at SDN Sisir I Batu

Item Type: Thesis (Other)
Subjects: L Education > L Education (General)
Divisions: Faculty of Teacher Training and Education > Department of English Language Education
Depositing User: Mrs Ruli Alfi
Date Deposited: 18 Apr 2016 07:28
Last Modified: 18 Apr 2016 07:28
URI : http://eprints.umm.ac.id/id/eprint/27135

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