Suehan High Cliff

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Peguyangan High cliff

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Pasih Uug

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Canyon stone Hills

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Celagilandan Beach

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Penida Beach

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Sun Marine Fish

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T-Rex Point at Kelingking Beach, Nusa Penida-Bali

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Hey, this is Nusa Penida's part especially in the western side.
Kelingking Beach, resembling like A T-REX head is popularly becoming a favorite place to visit.
Amazing point with charming and exotic landscape will make you spending longer time here.
Yes, located in Bunga Mekar Village, this unique spot attracts every visitor who are in.
Further exploration just go to the link below.
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Diamond Beach, a Unique Natural Light Tower

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Imagine breathtaking moment when you stand at the edge of high steep cliff, your are top of world. It extends pretty on southern coastline with unobstructed views. The cluster of islets with unrivaled 180-degree view of the Indian Ocean and the horizon absolutely spectacular outlook.


Credit by Nusa Penida Exotic Tour
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Using Animation Video in Teaching Students Listening Skill in Junior High School

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USING ANIMATION VIDEO IN TEACHING STUDENTS LISTENING SKILL
 IN JUNIOR HIGH SCHOOL
By:
I Wayan Sumerta Winaya Asnadi
English Education Department (UNDIKSHA)
NIM. 1312021146

ABSTRACT
           
Teaching English especially listening has become more challenging than ever. It is because listening is a more complex activity rather than hearing. Regarding to this case, it is necessary for the teacher to use an innovative teaching strategy in teaching listening skill. One of them is the use of animation video. It is defined as cartoon, images, and puppets shown in a way that makes them move and appear to be alive (Ramandika, 2014). According to experts, there are a lot of strengths of using animation video in teaching listening. Animation video is very interesting for the students moreover in junior high school. Students do not only listen the language, but they also see visually in order to support their comprehension. In addition, animation video applied in teaching listening skill provides real situations, intonation, and pronunciation; it allows students to be exposed in a real context. Therefore, animation video is effective in improving students listening skill in English language learning (Martinez, 2010; Ramandika, 2014; Musthikanti 2014). Hence, in teaching listening skill by using animation video, it is a must for the teacher to take into account the implementation technique. In sum, this paper aims at (1) explaining the nature of listening skill as well as teaching listening skill and animation video (2) discussing the reason why the animation video is effective in teaching listening skill (advantages and disadvantages of using animation video), and (3) explaining the procedures or practical techniques in implementing the animation video in teaching listening skill in classroom.

Keywords: animation video, teaching listening skill

INTRODUCTION
            Nowadays, English plays crucial roles in the world. It is because English becomes an international language for communication besides as the bridge among many countries. Therefore, English actively used by many countries as the first language, second language, or even as a foreign language. In Indonesia, English is currently used as a foreign language. English in Indonesia is also greatly important. Thus, it is taught in early ages in primary school because of its necessity.
             Moreover in ASEAN community era, English becomes the basic language which needs to be comprehended as well as the requirement in order to be able to competing with others labor in ASEAN community. Hence then, Indonesia government through its educational ministry enhances more certain rules regarding to the exertion of English comprehension through teaching English. However, teaching English still remains a lot of problem practically. Teaching listening by using cassette and tape recorder are commonly old strategy. It makes the students feel bored in class because the audio is hard to be differed. While the words expressed through the audio is difficult to be understood by the hearer. Students just imagine without any contextual supports. Therefore, students’ skill in listening is not good enough. In fact, the agent of education especially teachers who play more responsibilities regarding to this case should take into account how to teach English to students.
            In conducting an effective teaching, an innovative teaching strategy must be adapted by the teachers. Moreover, teaching English specifically teaching listening skill is harder than teaching the three others language skills. Teaching listening should take more places in term of teaching, because language without listening is impossible (Renukadevi, 2014). Therefore, as been noted previously, an innovative teaching strategy needs to be implemented by the teacher in teaching listening skill. One of them is teaching listening skill through animation video.
            Teaching listening skill using animation video is beneficial both for students and teachers. A study conducted by Martinez (2010) showed that video could give significant effect toward students listening skill. Furthermore, a study conducted by Ramandhika (2014) also showed that, using animation video especially in teaching listening, giving improvement on listening skill for junior high school students. His study also supported by the previous research toward the use of animation video in teaching listening skill as been conducted by Musthikanti (2014). She suggests an alternative way in teaching listening that is learning through watching video. She notes that video can be made as listening teaching medium. It provides not only audio but also visual. It is easier for the students to understand the content of the video.
            Therefore, in this paper, the writer will further discuss about the use of animation video in teaching students listening skill especially for the students in junior high school.
  1. The Nature of Listening Skill
            Listening is the important skill in language, besides speaking, reading, and writing.  Harmer (2001) expresses that listening is a “receptive skill” where people obtain the main idea according to what they hear. It is more complex than merely hearing. In this case, students receive the meaning of a language without producing the language by themselves.
            Meanwhile, Richards (2008) notes that listening is viewed as an interpretive process of learning. At the same time, the fields of discourse analysis and conversational analysis revealed a great deal about the nature and organization of spoken discourse.  Hence, current views of listening emphasize the role of the listener, who is seen as an active participant in listening, employing strategies to facilitate, monitor, and evaluate his or her listening.
            Moreover, listening skill is a very important skill for hearing something from someone or something. It is the first language art skill which is learned and developed before a child speaks (Machado as cited in Prayoga, 2012). He argues, listening is similar with reading, listening is a receptive skill, as it involves responding to language rather than producing it. Listening involves making sense of the meaningful (having meaning) sounds of language.
            Lastly, according to Moulic (2012) listening is a process of receiving language through the auditory system. This process involves receiving of the sound waves, identifying the language used (both the segmental and supra-segmental elements), processing them into appropriate understanding of the speakers intentions and retaining the message for future use.
            Thus, briefly, it can be concluded that, listening skill is the receptive skill of language which mostly involves the hearing sense in the purpose of getting certain intention or meaning through the audio. 

  1. The Notion of Teaching Listening Skill
            In general, teaching is the main duty of a teacher. It is an attempt to help people especially students to learn how to do something, giving acknowledge causing to know and to understand. Brown (2006) in his book clearly states that teaching listening is an important activity for teacher in which she/he should greatly understand that listening courses must make use of students’ prior knowledge with the learning in order to improve listening comprehension or skill. Simply it can be described as the way how the teacher activates the students’ prior knowledge in order to increase the students listening skill or comprehension.
            According to Ampa (2015), teaching listening requires teacher to take a more active approach to improve listening abilities by focusing on the specific problems which is faced by the students and planning the listening activities as to help to resolve the problems. However, teaching English nowadays has become more challenging than ever. In order to help the learners’ mastery (increase the proficiency) of language skills, language teachers, especially English teachers have to provide quality teaching materials that can be engaging, interesting, and up-to-date for the students. It can be an effective way while simultaneously being a tool that will ensure the students to learn (Ismaili, 2013).
            Specifically, teaching listening skill is one of the most difficult duty for teachers. The successes of listening skill are gained over time and with lots of practices. In students view, it is frustrating because there are no rules as in grammar teaching. It does not mean that there is no way of improving listening skills; however they are difficult to quantify.  Teaching listening skill needs additional effort to conduct the best one. Of course, it must be appropriate and match with the students’ condition and needs.
           
  1. The Definition of Animation Video
            Many views regarding to the definition of video, especially animation video emerges from many experts. Video is a type of media which provides moving pictures and sound played simultaneously at the same time. While animation is the process how to make something especially pictures seem to be alive. It is one of the audio visual aids that can be used in language teaching. Specifically animation video is a video made without using something real. In other words, it is described as cartoon, images, and puppets photographed and shown in a way that makes them move and appear to be alive (Ramandika, 2014).
            Haryanto (2014) defines animation video as the video that presents information via aural and visual which has advantages for learners to gain the information by observing and listening. Video animation can help the students’ sensibility in hearing sense and participation. It is because video animation is very interesting and the students at all ages like it.
            Thus, animation video is a type of videos made by pictures in which the pictures can move like they’re alive then presented into audio and visual. It can be seen and listened by the students in learning process especially in listening. In this paper, animation video is used as an innovative teaching strategy in teaching listening skill for the junior high school students.
  1. The Advantages and Disadvantages of Using Animation Video in Teaching Listening Skill
            Animation video applied in teaching listening skill has beneficial impacts and unbeneficial impacts in the classroom. Both influence in teaching and learning process. The following are the advantages and disadvantages of using animation video.
Advantages    
            According to Harmer (2001), one major advantage of video is that, students do not only listen the language but also they can see visually. Through this visual sight as the strength of video, it can support the students’ comprehension on the meaning target to be gained.
            Cakir (2006) in his study argues that there are several advantages of animation video in teaching learning process especially in listening. Video provides an authentic language input in which supported by the real action. Video allows students to concentrate on the language in detail and interpret what has been said, repeat it, predict the reply. The learner can also concentrate in detail on visual clues to meaning such as facial expression, dress, gesture, posture and on details of the environment which is helpful for supporting the students understanding toward the intended meaning. Additionally, he also argues that video can give students another understanding of attitudes of characters in the video instead of listening only.
            Furthermore, animation video which is applied in listening skill provides real situations, intonation, and real pronunciation. Its strength allows students to be exposed to a real context, as been suggested by Martinez (2010). He proposes that animations can help learners come to understand complex ideas more easily rather than audio only.
            Moreover, Oddone (as cited in Amalia, 2014) states that the advantages of using videos in the language classroom are a lot. Animation video provides instances of authentic language and can be fully exploited with the teacher’s control. Video gives access to things, places, people’s behavior, and events. Besides, as an authentic material which usually proves to motivate students to the “real things”.
            Last but not least, according to Jhoana (in Ramandika, 2014) teaching listening comprehension by using video animation is giving improvement for the students listening skill. It is proven by his study toward the use of animation video in teaching listening in classroom. In a line with this statement, video animation is effective in improving students listening skill in English language learning (Ramandika, 2014; Musthikanti 2014).
            To sum up those statements, it is clearly that animation videos are very beneficial. Animation video is very interesting. As though, it can attract students’ attention. Besides that, it can help the students to more understand the meaning intended through the video because they present visual context aids that assist the students to comprehend more easily and improve their learning skills.
Disadvantages
            Using animation video doesn’t give advantages only, hence, it also give some disadvantages. We may not consider the good points only instead the bad points.  On the other hand, besides advantages, the disadvantages of video should also be taken into account. According to Cakir (2006), there are some disadvantages of using animation video in teaching and learning process especially in teaching listening skill. Animation video is cost, inconvenience, maintenance and some cases, fear of technology. Additionally, the sound and vision, quality of the copies or home-produced materials may not be ideal.
            In a line with Cakir, Arsyad (2011, as cited in Yatimah, 2014) also stated some disadvantages of using video:
1.      Animation video needs much time and money.
2.      When the video is being shown, the pictures are moving continuously that make some students cannot get the information from the video.
3.      Animation video sometimes does not meet the need of the learning goal, unless the video is designed and produced specifically for certain need.
            From the explanations above, it can be inferred that using animation video in the language classroom specifically in teaching listening skill has some advantages and disadvantages. However, it depends on how the teacher uses it as the media in teaching. When the video is used appropriately, by choosing the suitable ones and use them at the right time and the right place, the video can give some contributions or advantages to the language learning. In other hand, it can be bad dream when it is implemented in a wrong way or inappropriately, besides its cost of money and also needs more supporting media in operating the animation video.

  1. The Procedure of Using Animation Video in Teaching Listening Skill
            Before implementing video especially animation video, the first thing needed is video selection. Teacher should choose video material for the students which is related with topics, students’ interest, and their level of English proficiency, as well as cultural aspects (Woottipong, 2014). In teaching listening skill by using animation video, it is a must for the teacher to consider the implementation technique. According to Ramandika (2014) the actions implemented comprises of reviewing previous material, spreading handout, explaining in English, making use of the LCD projector optimally to display the video animation, and providing activities that enabled the students to enrich their vocabulary such as giving exercise related with the video animation.
            Moreover, Cakir (2006) clearly suggests in using animation video, teacher should follow some practical techniques in the classroom as follows:
1.      Active viewing
In active viewing activity, the teacher shows the video and let the students watch it from the beginning to the end. This activity helps the teacher know how far the students’ understanding of the video shown.
2.      Freeze framing and prediction
In this activity, teacher stops the video which showing the pictures of characters’ body language, facial expression, emotions, reactions, and responses. This activity helps the students understand about what expression should be shown when we say something in English especially.
3.      Silent viewing
In the silent viewing, the video is played with the sound off and let the students guess what are the characters are talking about in the video. Through this activity, students are supposed to remember the dialogues in the video.
4.      Sound on and vision off activity
In the sound on and vision off activity, the students only can hear the dialogue but unable to see the action. This activity helps the students to improve their listening skill.
5.      Repetition and role play
In the repetition and role play activity, a scene on video is replayed with certain pauses. When the students already understood the presentation, then they are assigned to act out the scene as much as they remember.
6.      Reproduction activity
In the reproduction activity, the students are showed a section in the video and are asked to retell what is happening. This activity can improve the students’ speaking skill.
7.      Dubbing activity
In dubbing activity, the students are asked to fill in the missing dialogues orally when the video is being played with the sound off.
8.      Follow-up activity
In follow-up activity, the teacher makes a discussion with the students regarding to the content of the video for the sake of understanding.
            In addition, Martinez (2010) also suggests steps or procedures in implementing animation video in teaching listening skill in classroom. The steps are divided into three main categories as follows.
1.      Before Viewing
In this step, teacher introduces the video to the students. After the students hear the teacher’s explanation about the video, then they are asked to predict as much as possible about the video that will be given. It is the way how to build students’ critical thinking and stay focus on the video.
2.      While Viewing
The second step is “While Viewing” in which the students are allowed to watch the video. In this step, while they’re watching the video, teacher should observe the students whether they understand or bother by others students. It’s used to make the students keep focus on the purposes of the listening while watching the video.
3.      After Viewing
In this step, students are asked to answer the questions given by the teacher. Then, the activity continued by a discussion between students and teacher about the video in detail. In addition, teacher also confirms the answer of the question given in this step.
Therefore, by applying those techniques, it will be helpful for the teachers to teach English by using animation videos in classroom for the purpose of improving students listening skill. 

CONCLUSION
            To conclude, in teaching listening skill, using animation video is an innovative way or strategy for improving students listening skill. Listening is not merely in audio form, but it can be audio visual form. This strategy can help the students in comprehending the content of material being heard while learning visually. Teaching listening by using animation video gives more benefits rather than using audio aids only. It allows students to see and observe the action in detail while listening to the audio. The concrete things in video are necessary to build in order to support students understanding toward the meaning conveyed through animation video. Thus, in improving students listening skill, teachers are suggested to use animation video as an innovative teaching strategy in teaching learning process in classroom.

REFERENCES
Amalia, R. (2014). Improving Listening And Speaking Skills By Using Animation    Videos And      Discussion Method (published article). Retrieved on September 28,         2016. Available at        http://download.portalgaruda.org/article.php?article=298301&val=6797&title=IMPR            OVING%20LISTENING%20AND%20SPEAKING%20SKILLS%20BY%20USING        %20ANIMATION%20VIDE        OS%20AND%20DISCUSSION%20METHOD
Ampa, A.T. (2015). The Implementation of Interactive Multimedia Learning Materials in Teaching Listening Skills. English Language Teaching, 8 (12), 56-62.
Brown, S. (2006). Teaching Listening. New York. Cambridge University Press
Cakir, I. (2006). The use of video as an audio-visual material inforeign language teaching classroom. The Turkish Online Journal of Educational Technology-TOJET , 5 (4), 67-72.
Harmer, J. (2001). The Practice of English Language Teaching . Harlow: Pearson Education Limited.
Haryanto, D.A. (2014). Students’ Perception on The Use of Video Animation to The           Teaching of Listening to The First Grade at SMA Negeri 1 Pakel Academic Year        2014-2015 (published article). Retrieved on October 2, 2016. Available at       http://repo.iain-tulungagung.ac.id/1861/3/artikel_dhea.pdf
Ismaili, M. (2013). The Effectiveness of Using Movies in the EFL Classroom –A Study Conducted at South East European University. Academic Journal of Interdisciplinary Studies , 2 (4), 121-132.
Jaenab, I.K.W, and Athar, L.M.I. (2013). The Impact of Animation Movie   towards Students’        Listening Skill: An Experimental Study at the First Year Students            of SMKN 1      Batulayar in Academic Year 2013/2014 (published article). Retrieved on September 27,         2016. Available at http://lppm.ikipmataram.ac.id/wp-content/uploads/2015/04/Jaenab-        The-Impact-Of-Animation-Movie-TOwards-Students-Listening-Skill-FPBS.pdf

Martinez, R.G. (2010). Effect on Teaching Listening Skill through Video to             Advanced Students from The Foreign Language at The University of El Salvador             during The First Semester 2010 (published thesis). Retrieved on September 26,
        2014. Available at                                                           http://ri.ues.edu.sv/3070/1/Effects%20teaching%20%20Listening%20Skills%20T.pdf
Moulic, M. (2012). Animation Films to Develop Effective Listening Skill in The Clasroom. International Peer Reviewed Journal , 58-59.
Musthikanti, A. (2014). The Effectiveness of Animation Video Entitled “The Boy Who Cried Wolf” to Improve Students’ Listening Skill Of narrative (An Experimental Research       of Eighth Year Students of SMPN 1 Kejobong in the Academic Year of 2013/2014). Journal of English Language Teaching , 3 (1), 57-61.
Prayoga, M.R. (2012). Teaching Listening Skill Using Audio Lingual Method at First Grade          Students of Asrama Bengkel Bahasa Course (publised thesis). Retrieved on         September       29, 2016. Available at         http://publikasi.stkipsiliwangi.ac.id/files/2012/10/08220366-     mochammad-r-p.pdf
Ramandhika, B. (2014). Improving Students’ Listening Skills using Animation Videos         for        The Eighth Grade Students of SMP N 6 Magelang in The Academic Year of      2013/2014       (published thesis). Retrieved on September 26, 2016. Available at       http://eprints.uny.ac.id/18424/1/Boris%20Ramadhika%2010202244022.pdf
Renukadevi, D. (2014). The Role of Listening in Language Acquisition; the Challenges & Strategies in Teaching Listening. International Journal of Education and Information Studies , 4 (1), 59-63.
Richard, J.C. (2008). Teaching Listening and Speaking from Theory to Practice. New York: Cambridge University Press.
Woottipong, K. (2014). Effect of Using Video Materials in the Teaching of Listening       Skills for University Students. International Journal of Linguistics, 6 (4), 200-212

Yatimah, D. (2014). The Effectiveness of Using Animation Film as the Medium in   Writing            Narrative Text (An Experimental Study in the Second Grade Students of SMP Negeri 3 Salatiga) (published thesis). Retrieved on October 1, 2016.         Available at     http://perpus.iainsalatiga.ac.id/docfiles/fulltext/10c375e7ba9645b5.pdf


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UNDIKSHA Social Service 2016, Tegalmengkeb Village, Selemadeg Timur Subdistrict, Tabanan Regency

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Farewell Party of Social Service 2016
Thank to the almighty God, thanks to My beloved advisor Mr. Made Widarma and Mr. Erwan Sutarno, My special colleagues Dian Utami Dewi, Itha Pebriani, Pebri, Retno Dewi Septiviari, Selvi Purnamantari, Dek Parta, Ran Di, Putra Adi Wiryastana, Edy Yudana, 'Karyana Kwzuma, Desi Marini, I Kadek Ririn Sumarliani, Diah, Oktin Lim, Yunita, staff Desa Tegalmengkeb, and to all Tegalmengkeb societies. Here we had our dedication and our day for one month started on July 21 till August 21, 2016. A lot of unforgettable experiences, touchable memory, diversity of life, we shared together. Hoping this memory keep in the deep of our heart. See you my beloved friends. Thanks Desa Tegalmengkeb #KKNUNDIKSHATAHUN2016
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The Effectiveness of Using ICT Based Interactive Game on Students’ English Achievement of Fourth Graders of SD Negeri Paket Agung Singaraja in the Academic Year 2016/2017

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Cover by I Wayan Sumerta Winaya Asnadi


CHAPTER I


INTRODUCTION


1.1     Research Background

Nowadays, English plays crucial roles in the world specifically in ASEAN community era. English becomes the basic language which needs to be comprehended as well as the requirement in order to be able to competing with others  nation  labor  in  ASEAN  community.  Based  on  this  case,  therefore, Indonesia government enhances more certain rules regarding to the exertion of English comprehension through teaching English in earlier ages. Our government, through Ministry of Education and Culture regulates that English must be taught in primary school as one subject in the local content. Therefore, many primary schools implement this policy conducting English language teaching. Of course, in implementing this policy, teachers are the ones who have high responsibility toward teaching English to the students especially young learners.

Deal to this point, teachers should not rely on material only. It is a must for the teachers to consider the characteristics of the learners who are taught. In this case, the characteristics of young learners are highly considered. According to Harme (2007),   age   of   learner play crucia role   whic influence   the effectiveness of teaching. He also stated that young learners have a short attention span: they can easily get bored after 5-10 minutes. In addition, Ersoz (2007) also noted that young learners have low concentration. Young learners tend to play rather than learning. Hence, teacher really needs such an appropriate media in teaching young learners which is interactive to attract young learners attention. One of the teaching media proposed is ICT based media.

The role of Information Communication Technology (ICT) has become more diverse within teaching over the last two decades. A study conducted by Lim (2005) found that the use of ICT in teaching and learning allowed students to be active in finding information and build knowledge from information obtained by the chance to cross-link between knowledge of subjects without restricted by



time and distance. In addition, another study conducted by Moore (2005) about the positive impact of ICT on pupils’ learning such as increased students’ motivation to stay on-task and lead them to be better in behaving and producing high quality work. Therefore, ICT has a powerful role as a media in teaching.

A study conducted by Boeker et al. (2013) found that teaching using Game based E-learning (GbEl) had significantly better than using script method. This is also proven by the finding of Aditama (2014) about the use of game specifically Secret Message Game toward students’ vocabulary achievement. The result of his study showed significant difference toward students’ vocabulary achievement before and after treatment using Secret Message Game. Thus, teachers in conducting an effective teaching English class are obeyed to be effective in teaching English to the students. Therefore, it is necessary that, teachers should adopt a good media in teaching English especially for young learners. One of them is game specifically ICT based interactive game as an interactive teaching media.

Pragmatically, the result of this study will help the teacher in determining the effective teaching media to teach English for primary school. Using ICT based interactive game actually really contributes a significant effect toward students’ English  achievement.  Hence  then,  in  this  proposal,  the  researcher  examines further about the effectiveness of using ICT based interactive game on students’ English achievement especially for fourth graders of SD Negeri Paket Agung Singaraja.

1.2  Research Questions

Based on the research background above, the research question of this study is stated as follows.
1.2.1  Is the use of ICT based interactive game effective on students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017?



1.2.2 Is there any significant difference between the uses of ICT based interactive game as a teaching media to conventional teaching media toward students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017?

1.3  Research Objectives

Based on the research questions above, the objectives of this research are as follows.

1.3.1  Investigating the effectiveness of using ICT based interactive game on students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017.

1.3.2  Investigating the difference between the uses of ICT based interactive game as a teaching media to conventional teaching media toward students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017?

1.4  Research Significance

The  result  of  this  study  is  expected  to  be  significant  theoretically  and practically.
1.4.1  Theoretical Significance

Theoretically, this study is significant becomes an empirical evidence that the use of ICT based interactive game for fourth gradersrs of primary school is very effective toward students English achievement in learning activity.
1.4.2  Practical Significance

Practical  significance of  this  study includes  students,  teachers,  and researchers.
1.4.2.1 Students

The result of this study can give beneficial impact on students’ English achievement. Hence then, students will be able to improve themselves especially to mastery English as an international language.



1.4.2.2 Teachers

The result of this study can be a reference or consideration for the  teachers  in  developing  effective  teaching  technique  which  is utilized in teaching-learning process in the classroom.
1.4.2.3 Researchers

For the researchers, the result of this study hopefully becomes a reference or additional  source as  well  as  information  when  they examine others topic related with this study.

1.5  Research Scope

This study is conducted to investigate the effectiveness of using ICT Based interactive game on students English achievement in primary school. This study is restricted for one class of primary school especially fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017.

1.6 Definition of Key Terms

The definition of key terms involves conceptual definition and operational definition as follows.
1.6.1  Conceptual Definition

a Young Learners

Young learners refer to the students who are in the age of 7-12 year old and  attending the formal  school  at  the  first  year  (Read,  2011). Moreover Ratminingsih  (2012) defines  young learners as  the active learners  who  tend  to  learn  new  language or pattern  while they are playing and having fun with movement.
b.   ICT Based Interactive Game

ICT based interactive game is defined as the combination of electronic, text, graphic, moving images and sound into media digital which aims at attracting people to interact (England & Finney, 2011).
c English Achievement

Lawrence & Vimala (2012) define English achievement as the level of success of English learning which is gained by the students indicated by test scores, graders, graders points, average and degrees.



d.   Conventional Teaching Media

Marwedel & Sirocic (2003) argue conventional teaching media refers to the textbooks which are lack of pictures or image, but many words and sentence, as well as tasks or exercises given.
1.6.2  Operational Definition

a Young Learners

Young learners in this study refer to the fourth graders of SD Negeri

Paket Agung Singaraja in the academic year 2016/2017. b.   ICT Based Interactive Game
ICT based interactive game in this study refers to game developed using Power Point Program which contains vocabularies, moving pictures, and sound.  This game contains some questions related to the material being learnt.
c English Achievement

In this study, English achievement refers to the result of students’ test gained by having post test after they are taught using ICT based interactive game as media and conventional teaching media.
d.   Conventional Teaching Media

Conventional teaching media in this study refers to the use of textbooks, whiteboards, and board markers in teaching process.



CHAPTER II

REVIEW OF RELATED LITERATURE



2.1  Theoretical Review

2.1.1   English Achievement

Achievement is the competence of a person in relation to a domain of knowledge (Algarabel & Dasi, 2001). It refers to the cognitive domain of the learners itself. Lawrence & Vimala (2012) argue that learning achievement can be assumed as the level of success of learning which is gained by the students indicated by test scores, graders, graders points, average and degrees in which learning is as an effect of experience on behaviour (Houwer, et al. 2013). Therefore, in this research, the learning achievement will be more specified into the students English vocabulary mastery. In the other words, the studentslearning achievement will be considered as how good they can learn new words, making sentences, and the use of the words in daily life based on the context given by the teacher.

2.1.2   The Nature of Young Learners

2.1.2.1 The Definition of Young Learners

Young learners are a term used for the students who are in the age of 7-

12 years old and attending the formal school at the first year (Read, 2011). According to Cameroon (2002), young learners usually please their teacher rather than their friends even they do not understand yet about the reasons why they do that kind of activities. Another expert notes that, young learners are students  who  are  not  adults  yet  and  to  teach  this  age  group,  means  to understand them, know what their attitudes, opinions, and interest are. Moreover Ratminingsih (2012) defines young learners as the active learners. She notes that young learners tend to learn new language or pattern while they are playing and having fun with movement.
2.1.2.2 The Characteristics of Young Learner

There are some characteristics of young learners proposed by Pinter (2006) namely: keen and enthusiastic, curious and inquisitive, outspoken, imaginative  and  creative,  active  and  like  to  move  around,  interested  in



exploration, learning by doing/hands on experience, and holistic (natural learners  searchinfor  meaningful  messages).  In  addition,  Harmer  (2007) argues that age of learners plays crucial role which influence the effectiveness of teaching. He also stated that young learners have a short attention span: they can easily get bored after 5-10 minutes. Furthermore, Ersoz (2007) also notes that young learners have low concentration and tend to play rather than learning. Hence, young learners are very active learners which need a good teaching technique and media to attract their attention to language learning.

2.1.3  Information Communication and Technology (ICT)

Information Communication and Technology which is concisely abbreviation of ICT refers to the use of computer-based communications technology  that  serves  as  a  network  to  find  information.  This  includes computer hardware and software that can be used for teaching and learning and information resources (Goay and Wong, 2003). According to Betca (as cited in Young, 2006) there are some kinds of ICT used in teaching and learning process, including: television screen,  large screen monitors,  LCD panels, plasma screens, data projectors, and interactive white boards.
Moreover Wojtowicz et.al (2011) define ICT as a diverse set of technological  tools  and  resources  which  are used to  communicatecreate, disseminate, store, and manage information. They discuss that ICT is very beneficial in language teaching. Thus, in this research, the writer proposes the kind of ICT used is computer/laptop, LCD, projector, and speaker.

2.1.4  Game in Language Teaching and Advantages

Wright  &  Betteridge  (2006)  define  game  as  an  entertaininand engaging activity, often challenging and it allows the learners to interact with others. They argue that the learners will not get bored to interact with others instead  of  breaking  the  challenge.  Games  can  be  used  as  instructional activities or some of the aspects of games can be incorporated into other instructional activities to make them more enjoyable for the learner (Garris, Ahlers, & Driskell, 2002).



Since some decades, the use of game especially instructional games has been increased in language learning (Hays, 2005).  Prensky (as cited in Hays,
2005) argued that young learners raised playing video games, have changed in ways that turn them off to conventional instruction. It has also been suggested that instructional games, because of their applied and dynamic nature, can heighten the learner's motivation and interest more effectively than classroom lectures.
Furthermore, Masri and Najar (2014) argue that games are often associated with fun. In their study, they propose that games have proven to have advantages and effectiveness in learning vocabulary in various ways:
1.   Games bring in relaxation and fun for students, thus help them learn and retain new words more easily.
2.   Games  usually  involve  friendly  competition  and  they  keep  learners interested.
3.   Vocabulary  games  bring  real  world  context  into  the  classroom  and enhance students' use of English in a flexible, communicative way.
4.   Games are highly motivating and they give students more opportunity to express their opinions and feelings.
5.   Games add diversion to the regular classroom activities," break the ice", but they are also used to introduce new ideas.
Thus, from the theories above, it can be concluded that game plays important roles in students’ English achievement. Game becomes the effective technique or media for the teachers to conduct an effective teaching process in the classroom with the good effect and good result of learning.

2.1.5 ICT Based Interactive Game

ICT based interactive game refers to the game which is ICT based using computer program especially Power Point Presentation application. This game is interactive because it can reply students’ answers toward the questions presented in the game. Hence, the writer combines the ICT with instructional game as the media of language teaching called ICT-based interactive game.



This media is inserted in the main activity in teaching learning process to young learners. Below are the steps.
1.   Teacher opens the class by greeting, checking attendance, and praying.

2.   Teacher brainstorms the students by asking some questions related with the topic being learnt.
3.   Teacher starts to introduce some vocabularies to the students by showing some pictures including the material.
4.   Teacher divides the students into several groups consist of 4-5 students, then explains the way how to play the game.
5.   Teacher  leads  the  students  to  play  the  game,  finished  with  the announcement of the winner of the game.
6.   Teacher asks the students to do the exercises, like matching, fill in the blank, true false, etc.
7.   Teacher does discussion with the students as well as giving feedback.

8.  Close the class by reviewing the lesson with students and giving follow- up activity.

2.1.6  Conventional Teaching Media

Conventional teaching media is the teaching media which are regularly used by the teacher. Marwedel & Sirocic (2003) state that one types of conventional teaching media is text book. In this case, the textbooks refer to the textbooks which are lack of pictures or image, but many words and sentence, as well as tasks or exercises given. In addition, conventional teaching media usually uses black or white board as the media for teacher to write down some words or sentences in English and the translation in order to make the students easier to take a note.

2.2  Empirical Review

To prove thaICT and  game are effective as  teaching media, the writer reviews some research toward the use of ICT in teaching and learning process and the effectiveness of using game toward the students’ learning achievement. Using games in a meaningful way within lessons depends far more on the effective use



of existing teaching skills than it does on the development of any new, game- related skills.
Rondon et al. (2013) conducted a research about game based method toward the students performance in learning process. The result is that, the students that received the  game-based method performed  better in the pos-test assessment. Students that received the traditional method performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. In summary, the game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long term knowledge retention.
Boeker et al. (2013) in their research found that teaching using Game based E-learning (GbEl) had significantly better than the use of script method. They used 82 subjects allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). The result showed that students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points. In addition to their study, students’ attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach.
A study conducted by Aditama (2014) about the use of game specifically Secre Messag Game   towar students’   vocabulary   achievement   showed significant difference. In his study, the result showed that the mean  score of students’ vocabulary before being taught using Secret Message Game was 63.86. Meanwhile,  the  mean  score  of  students’  vocabularafter  being  taught  using Secret  Message  Game  was  76.30.  This  indicated  that  game especially Secret Message Game was effective used in teaching vocabulary. Through this Secret Message Game, the students are easier to understand and memorize vocabularies that have been taught.



Thus, from the findings found by the previous researchers, the write believes that an interactive teaching media really affects students’ attention. An interactive media specifically the combination between ICT and game, in this sense ICT based interactive game is very effective and has significant effect as teaching media on students’ English achievement especially young learners.

2.3    Conceptual Framework

Some theories agree that the use of ICT based interactive games in language teaching is effective toward the students’ English achievement especially for the young learners. These are proven by the result of some researchers toward games in language teaching in which it has effectiveness and significant effect on students’ English achievement. Through the use of ICT based interactive games, students are enjoyable feel relaxed in English language learning. Therefore, the students will be more focusing or more paying attention on the material being learnt in the learning process. In addition, this media will help the students easily to understand the material while they are playing the game. In brief, it can be assumed that the use of ICT based interactive game is effective toward students’ English achievement in learning process.

2.4    Research Hypothesis

Deal with the theoretical framework above, the following is the hypothesis of this study.
2.4.1 The use of  ICT  based  interactive  game  is  very effective on  students’ English achievement especially for fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017.
2.4.2 There is significant difference between the use of ICT based interactive game as a teaching media to conventional teaching media toward students’ English achievement for fourth graders of SD Negeri Paket Agung Singaraja in the academic year 2016/2017



CHAPTER III RESEARCH METHOD


3.1    Research Design

This study is designed using an experimental study. In conducting this study, the researcher uses post test only control group which pervades two groups or classes of fourth graders. Those two groups are assigned differently. The first group is decided randomly into experimental group, while the second group is assigned to be a control group. Both groups administered with different teaching media. The experiment group is taught by using ICT based interactive game to see the effect. In contrary, the control group is taught by using conventional teaching media. Then, after they are taught using different media, they are assessed through post-test technique as the way how to examine the data to be analyzed into the finding and discussion.

3.2    Population and Sample

3.2.1  Population

As the population of this study is the fourth grader of SD Negeri Paket Agung Singaraja in the academic year 2016/2017. This grade is consisting of three classes, namely 4A class, 4B class, and 4C class.
3.2.2  Sample

From the population above, the sample of this study is 4A class and

4B class which are determined randomly through lottery system. The 4A class is consisting of 20 students and 4B class is consisting of 20 students. The 4A class is used as the experimental group, while the 4B class is used as the control class.

3.3    Research Variables

3.3.1  The Independent Variable

The use of ICT based interactive game became the independent variable in this research. This variable is freely existed as the variable which affects the dependent variable.



3.3.2  The Dependent Variable

The dependent variable used in this study is the students’ English achievement. This variable is affected by the use of ICT based interactive game as the independent variable.

3.4    Data Collecting Method

There are two types of data collecting method used in this study, namely try- out and post-test. Below are the further explanations of try-out test and post- test.
3.4.1  Try-out test

Try out  test  is  the first step  of test  conducted  in  this study.  The researcher uses this test as the way how to ensure that the students are ready to be tested using post-test besides to make sure that the test is valid and reliable or not. Both classes are given the same test as well as the post test.
3.4.2  Post-test

The second step of this study is the use of post-test. This test is used to gain the data whether there is difference between two groups or classes taught by different teaching media. As been stated previously, both classes are given different treatments.

3.5    Research Instruments

This study uses three types of instruments as follows.

3.5.1  Instrument Try Out

This instrument is used to test the students before they have post test.

3.5.2  Instrument for Supporting Data

Instrument for supporting data including lesson plan and teaching scenario as the guidance to conduct the teaching using ICT based interactive games as a teaching media and also teaching using conventional teaching media.
3.5.3  Instrument for Collecting Data

As the main instrument to collect the data, the researcher uses post- test to both control group and experimental group.



3.6    Validity and Reliability

3.6.1  Validity

To analyze the validity of the instrument, before it is applied, the researcher asks two experts to examine the items appropriately. Then, the results are analyzed by using Gregorys formula. The Gregory Formula can be seen as follows:
Content Validity =         D     

(A+B+C+D)


In which:

A                  : disagreement between the two judges.

B & C          : different agreement between two judges. D                  : agreement between the two judges.
The level of content validity can be seen as follows:

Table 1
The Level of Content Validity
Content Validity
Level
0.80 – 1.00
Very High
0.60 – 0.79
High
0.40 – 0.59
Moderate
0.20 – 0.39
Low
0.00 – 0.19
Very Low

3.6.2  Reliability

The reliability for the objective test instrument which is administered to both groups will be measured by using KR-21 (Kuder-Richardson) formula. The KR-21 formula can be seen as follows:







In which:




SD  =
X     =
 


 
K    = the number of test items

the standard deviation of the scores the mean of the scores



Table 2
Ratio Used in Measuring Reliability
Reliability Coefficient
Qualification
0.80 – 1.00
Very High
0.60 – 0.79
High
0.40 – 0.59
Average
0.20 – 0.39
Low
0.00 – 0.19
Very Low

3.7    Data Analysis Technique

3.7.1  Descriptive Statistic Analysis

In descriptive statistic analysis, the researcher finds out the mean, median, mode, range, variance, and standard deviation from the obtained data. Below are the definition according to Hinkle, Wiersma, & Jurs (1979).
a Mean

Mean is defined as the arithmetic of a distribution scores. In this study, mean is the average number of the students’ score.
b.   Median

Median is 50th percentile, point on the scale measurement below which

fifty percent of the students’ scores fall. c Mode
Mode is the number which frequently appears in the students’ score

distribution. d.   Range
Range is defined as the difference between the highest score and the lowest score.
e Variance

Variance can defined as the preferred measure of dispersion when the data have been measured on interval score or the mean of squared deviation scores.
f Standard Deviation

Standard deviation means the positive square root of variance and used to measure the spread of dispersion of scores in the distribution.



3.7.2  Inferential Statistic Analysis

Inferential analysis refers to certain procedures as the way how the researcher makes inferences about the population based on the findings from the sample. This analysis consists of normality and homogeneity. If the data are normal and homogeneous, then the data are analyzed by using parametric test of independent sample test (T-Test). Practically, the researcher will use SPSS (Statistical Product and Service Solution) program to analyze the obtained data. In determining the significant difference, the researcher will concern about the criteria as follow:
Table 3
Criteria for Determining Significant Difference
The value of ‘t
Description
tobs > tcv
The tobs is more than tcv
ICT-based interactive game has significant
effect on students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja.
tobs < tcv
The tobs is less than tcv
ICT-based interactive game does not have
significant effect on students’ English achievement of fourth graders of SD Negeri Paket Agung Singaraja.



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