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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