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THE EFFECT OF VIDEO GAME TOWARDS STUDENTS’

READING COMPREHENSION OF NARRATIVE TEXT

(A Quasi-experimental Study at the Eighth Grade of SMP Negeri 96 Jakarta in the

Academic Year 2015/2016)

A ‘Skripsi’

Presented to the Faculty of Educational Sciences as a Partial Fulfillment of Requirements for Degree of S.Pd. (S-1) in English Education

By

AUDREY NINGTYAS

1111014000083

DEPARTMENT OF ENGLISH EDUCATION THE FACULTY OF EDUCATIONAL SCIENCES SYARIF HIDAYATULLAH STATE ISLAMIC UNIVERSITY

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ACKNOWLEDGEMENT

In the name of Allah, The Beneficent and The Merciful

All praises be to Allah S.W.T., Lord of the worlds, for the blessing, the

guidance and the strength given to the writer in completion this research. Peace

and blessing be upon to Prophet Muhammad S.A.W., his family, his companion,

his adherence.

It is an honor the writer could finally accomplish a skripsi entitled “The Effect of Video Game towards Students’ Reading Comprehension of Narrative Text” (A Quasi-experimental Study at the Eighth Grade Students of SMP Negeri 96 Jakarta Selatan).This paper is submitted to fulfill one of the requirements for

the Degree of S.Pd. at the Department of English Education of Faculty of

Educational Sciences, State Islamic University Syarif Hidayatullah Jakarta.

She dedicated this skripsi to her beloved parents, and brother, Dwi Atmodjo, Hariyanti S.Pd, and Aldo Ghani Atmodjo for eternal love, great support and

patience. Furthermore, the writer would particularly thank to her wonderful and

excellent advisors, Dr. Alek, M.Pd.and Zaharil Anasy, M.Hum., for the guidance,

knowledge, patience, and motivation in helping the writer to accomplish this

skripsi. In this occasion, the writer would like to give her deepest gratitude and salute to:

1. Prof. Dr. Ahmad Thib Raya, M.A., the Dean of Faculty of Educational

Sciences, Syarif Hidayatullah State Islamic University Jakarta.

2. The Head of Department of English Education and the secretary of

Department of English Education, Dr. Alek, M.Pd. and Zaharil Anasy,

M.Hum.

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very brilliant and excellent.

5. H. Dwi Atmodjo (beloved father) and Hj. Hariyanti (beloved mother) who

always give their best motivation, everlasting love, wonderful patience, great

trust to the writer.

6. Families, especially the writer’s brother, Aldo Ghani Atmodjo who always

been the reason the writer bears every struggle.

7. The very close friends, Ernita Dewi K., M.M, Yulianti Sari, Nicky

Dwiningrum S.Pd., Putik Delima, Selinda Febriani S.Pd., Nadia Karimah

S.Pd., dan Novika Rahayu Ningtyas for their eternal support and help.

8. M. Hafidz Maulana, S.E. the writer’s partner. Thank you for his support and

keeping up with the writer’s hardships during writing this skripsi.

9. Rizka Muslimaini, S.Pd., Lulu Walidaini S.Pd., Nurita Wulandari S.Pd., Syifa

Fauziah S.Pd., and Gustav Firman for helping writer with patience during

writing skripsi.

10. English Education B Class family, for the great and bitter moments of writer’s university life.

11. The writer’s special warm for those one who have given such great help,

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ABSTRACT

Ningtyas, Audrey (1111014000083). The Effect of Video Game towards Students’ Reading Comprehension on Narrative Text (A Quasi-experimental Study at the Eighth Grade Students of SMP Negeri 96 Jakarta Selatan). Skripsi, The Department of English Education, Faculty of Educational Sciences, Syarif Hidayatullah State Islamic University, 2016.

This research aimed to see the effect of video game towards students reading comprehension of narrative text. The sample was 30 students on the eighth grade students of SMP Negeri 96 Jakarta Selatan. The class samples were VIII-2 and VIII-3. The effect of video game can be seen from students’ multiple choice scores. The writer used a quantitative method and quasi experimental design as the research methodology with a purposive sampling technique. The research instrument was a multiple choice test.From the result of statistics calculation, it was obtained that the value of Tvalue was 1.10 and the degree of freedom (df) was

58. In the table of significance 5% the value of the significance was 1.67 (Ttable).

In comparison, the result was 1.10 < 1.67 which means Tvalue score was lower than

Ttable score. Therefore, the Null Hypothesis (H0) was accepted and the Alternative

Hypothesis (Ha) was rejected. This means, the video game has no effect towards

students’ reading comprehension of narrative text at the eighth grade students of SMP N 96 Jakarta Selatan. In conclusion, video game is not recommended as a media to learn reading comprehension of narrative text for Junior High School students.

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Siswa dalam Membaca Teks Narasi (Penelitian Kuasi Eksperimen terhadap Siswa Kelas Delapan di SMP Negeri 96 Jakarta Selatan). Skripsi jurusan Pendidikan Bahasa Inggris, Fakultas Ilmu Pendidikan, Universitas Islam Negeri Syarif Hidayatullah Jakarta, 2016.

Penelitian ini bertujuan untuk melihat apakah ada efek dari penggunaan video game terhadap kemampuan siswa dalam membaca teks narasi. Sampel penelitian ini adalah 30 siswa kelas 8 dari SMP Negeri 96 Jakarta Selatan. Kelas sampel adalah kelas VIII-2 dan VIII-3. Keefektifan siswa dapat dilihat berdasarkan nilai test pilihan ganda Bahasa Inggris siswa. Penulis menggunakan metode kuantitatif dan desain kuasi eksperimen sebagai metode penelitiannya dengan menggunakan teknik purposive sampling. Instrumen penelitian ini adalah tes soal pilihan ganda. Berdasarkan hasil dari hitungan statistic diperoleh hasil Tvalue yaitu 1.10 dan

derajat kebebasan (df) adalah 58. Dimana pada signifikansi 5% nilainya adalah 1.67 (Ttable). Dibandingkan dengan skornya, hasilnya adalah 1.10 < 1.67 yang

berarti Tvalue lebih kecil daripada Ttable. Kesimpulannya, Null Hypothesis (H0)

diterima dan alternative hipotesis (Ha) ditolak. Maka dari itu, tidak ada efek dari

penerapan video game terhadap kemampuan membaca siswa pada teks narasi terhadap siswa di SMP Negeri 96 Jakarta Selatan yang berarti bahwa permainan Video tidak di rekomendasikan untuk siswa SMP sebagai sarana mempelajari kemampuan membaca teks narrative.

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TABLE OF CONTENTS

APPROVAL SHEET ... i

ENDORSEMENT SHEET ... ii

SURAT PERYATAAN KARYA ILMIAH ... iii

ACKNOWLEDGEMENT ... iv

ABSTRACT ... vi

ABSTRAK ... vii

TABLE OF CONTENTS ... viii

LIST OF TABLES ... x

LIST OF APPENDICES ... xi

CHAPTER I. INTRODUCTION ... 1

A. Background of the Study ... 1

B. Identification of the Study ... 2

C. Limitation of the Problem ... 3

D. Formulation of the Problem ... 3

E. Objective of the Study ... 3

F. Significance of the Study ... 4

CHAPTER II. THEORETICAL FRAMEWORK ... 5

A. Reading ... 5

1. Definition of Reading ... 5

2. Reading Comprehension ... 6

3. Kinds of Reading ... 10

4. Models of Reading ... 11

5. Techniques of Reading ... 12

6. Purpose of Reading ... 12

7. Problems of Reading ... 14

B. Narrative Text ... 15

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1. What is a Video Game ... 18

2. Characteristics of Video Game ... 18

3. Motivation behind Playing Game ... 19

4. Narrative Devices in Video Game ... 19

D. Previous Study ... 20

E. Thinking Framework ... 23

F. Theoretical Hypothesis ... 23

CHAPTER III. RESEARCH METHODOLOGY ... 24

A. Place and Time of the Research ... 24

B. Design of Research ... 24

C. Method of the Research ... 24

D. Population of the Research ... 25

E. Sample of the Research ... 25

F. Research Instrument ... 25

1. Instrument for Reading Comprehension of Narrative Text .... 26

G. Data Collection Technique ... 27

H. Data Analysis Technique ... 29

I. Statistical Hypotheses ... 32

CHAPTER IV. RESEARCH FINDING AND INTERPRETATION ... 33

A. Research Findings ... 33

1. Data Description... 33

2. Data Analysis ... 37

3. Test of Hypotheses ... 39

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CHAPTER V. CONCLUSION AND SUGGESTIONS ... 45

A. Conclusion ... 45

B. Suggestion ... 45

REFERENCES ... 47

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x

Table 3.1 Test for Pre-test and Post-test ... 26

Table 4.1 Students’ Scores in Experimental Class ... 33

Table 4.2 Students’ Scores in Controlled Class ... 35

Table 4.3 Normality Pre-test ... 37

Table 4.4 Normality Post-test ... 38

Table 4.5 Homogeneity Test of Pre-test ... 39

Table 4.6 Homogeneity Test of Post-test ... 39

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LIST OF APPENDICES

Appendix 1. Pre-test and Post-test Instrument ... 61

Appendix 2. Rencana Pelaksanaan Pembelajaran (RPP) Kelas Kontrol ... Appendix 3. Rencana Pelaksanaan Pembelajaran (RPP) Kelas Experimental ... 87

Appendix 4. Answer Key ... 88

Appendix 5. English Subject Syllabi of KTSP on 8th Grade Students in SMP N 96 Jakarta Selatan ... 89

Appendix 6. F-table ... 92

Appendix 7. t-table ... 93

Appendix 8. Surat Pengesahan Proposal Skripsi ... 94

Appendix 9. Surat Bimbingan Skripsi ... 95

Appendix 10. Surat Permohonan Izin Penelitian ... 96

Appendix 11. Surat Keterangan Penelitian dari Sekolah ... 97

Appendix 12. Foto-Foto Kegiatan Penelitian ... 98

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1

A.

Background of the Study

In Indonesia, English is one of the subjects learned in school. It is learned

from elementary school up until college. The stage of learning English may vary

based on the school system and the curriculum. Mainly, there are four Basic

English skills that taught in school, listening, speaking, reading, and writing.

Listening, speaking and reading are taught since elementary school; only a little

part of writing skill is learned by the students. For example, writing a simple

sentence with the introduction of simple present tense.

For EFL students, each of those skills has its own problems and difficulties

when learned. The lack of knowledge about English language could be a problem

for listening and reading. Often, the lack of facility such as dictionary also affects students’ performance in learning English.

Based on the researcher experience in the school she teaches, many students

find it hard to learn English at school. It can be because of the lack of vocabulary

also because of teacher could not make the learning to be more fun and

interesting. Students are tired of monotonous learning which is full of task and

homework. Especially for reading sections, students feel tedious when they are

faced with long texts or story in exam; it is because they could not understand the

words they read. The researcher also experiences the feeling when she needs to

practice her reading comprehension. Not only that, students complained that

English is hard to learn and mostly, it is because they still could not grasp the

benefits they could get from learning English in the future. Therefore, the

researcher wants to prove that English could be learned in many different ways

and this time focused only on the fun and interesting way.

Students already learn English structure at school; each school have different

teacher, and therefore each teacher have their own method in teaching English. It

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job to make all students understand what they have learned is hard. Teacher often

give them instruction to read their dictionary at home, but mostly they do not

listen. The purpose of this study is not only helping the students to learn English but also lessen teachers’ burden in case of vocabulary and reading comprehension.

Using video game as the method to learn English also has been used by researcher’s friends and relatives as prove that video game have positive effect too. The plot of the story made the player wanted to understand what they should

do or what is happening actually in the game, in order to get a good ending. Player

can be immersed in the world of simulated game, where they had to understand

the story to move on the next scene of the game.

That is not the only reason why the researcher wants to use video game as a

media to learn English. 8th grade students usually keen on playing video games,

by using video game; it might be the successful way to make students interested in

learning English more.

To get the idea or the plot story of the game, students need to understand the

conversations in the game. This is where Reading Comprehension skill is

important. Reading Comprehension is the ability to read process and understand

the meaning of a text.1 The researcher wants to see if video game could make the

students interested to learn English in order to understand the story. In other

words, the researcher wants to find out if this game does have effects on students

reading comprehension or not.

B.

Identification of the Problem

Based on the background of the study, it can be identified some problems as

follows:

1. Students find it boring when they have to read texts too much in order to

answer some text based questions.

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2. The students have low motivation to comprehend stories or questions when

they do not really have mutual purpose of it.

3. Students have low interest in practicing to find words meaning in dictionary to

practice their comprehension.

C.

Limitation of the Problem

Based on the problems identified above, the problems of the research are

focused on as follows:

1. Using video game in learning English at the eighth grade students of SMP

Negeri 96 Jakarta.

2. Reading comprehension of Narrative text at the eighth grade students of SMP

Negeri 96 Jakarta.

D.

Formulation of the Problem

Based on the limitation of problems above, the problem of the research will

be formulated as follows: is there any different effect before and after using video

game on reading comprehension of narrative text at 8th grade students in SMP

Negeri 96 Jakarta?

E.

Objective of the Study

Based on the research questions, the objective of research is to obtain

empirical evidence about the effect of using video game on reading comprehension

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F.

Significance of the Study

The results of this study are expected to give some clarity or significances not

only theoretically but also practically go to:

1. Students

The significance of this study, especially for students, is that it can give

students insight on methods of learning English. That English is not only learned

at school but also from other activities that they may enjoy in everyday life, for

example: playing video games.

2. Teachers

Through reading this research result, the teacher can grasp or promote their

understanding about some of the media used in teaching and learning EFL.

Besides, teacher also can apply any theories on best practices to their real teaching

situations.

3. Future Researchers

This study could be useful for future research on video games and its

relationship regarding the English language. It also can be a reference for future

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A.

Reading

1.

Definition of Reading

Based on the research by National Reading Panel, reading is a complex

process that needs systematic instructional approach,1 while in Tiedeman,

Vygotsky and Wartofsky stated that there are two types of tools that can be used

in reading.2 It is the actual objects or instruments used to read, and the

visualization or symbols in picture and alphabetic.

From those statements it can be concluded that reading is a complex process

that will be systematically perceptible using a printed pages or multimedia

consisting of pictures and alphabets. This means reading is a process where the

brains systematically receive the information from the object used and based on

the prior knowledge of readers on the symbols and alphabet to understand what

the text is about.

Furthermore, reading also a process where symbols and alphabets combined to send the authors’ message to the reader, in this process the reader need to have a syntactic, semantic and pragmatic information to understand the authors’

message.3 Reading involves interaction between the readers’ thoughts, knowledge

and the texts being read. Thus, the results of one comprehension may differ from

each other because they may have different background knowledge and thoughts

in the text they read.

1 Cathy Healy, Reading: What the Experts Say: The Lowdown on the National Reading

Panel, PEATC, p. 1.

2 John Patrick Tiedemann, New Literacies, New Contexts? a Theoretical Definitions of

Reading Context, (Vanderbilt University, 2011), p. 4.

3 Donald Jr. J. Leu, Charles K. Kinzer, Effective Reading Instruction in the

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2.

Reading Comprehension

Wooley stating on his journal that reading comprehension is a process to

make a meaning of a text but its goal is to understand the meaning of a whole text

not for each word or sentence.4 While Dutcher in Ulmer et al stating that reading

comprehension is a process which the reader background knowledge, the

information on the text and the situation when reading are interacted with each

other.5 From those points of view, the researcher concludes that a reading

comprehension is the complex process to understand what it is about by using our

prior knowledge and connecting with the information on the text.

Reading comprehension skill for EFL/ESL students is a little bit hard to

obtain. It could be because of the lack of memorizing the vocabulary, their method

of learning, their motivations or even the interventions from another subject that

can be considered more important than English.

a. Major Components of Reading Comprehension Process

1) Decoding Knowledge

Decoding knowledge is the knowledge used to determine a word with the

same meaning in the text. Decoding knowledge may be useful for reading

comprehension but it may not necessary too. It is useful when the reader identify

the meaning of word. Many readers know the spoken language form of words but

they do not know the written form. By using decoding knowledge, reader could

understand most of oral language in their written form. Decoding knowledge may

not be necessary if the words were scientific but, we could use the context clues in

order to understand the sentence.

4 Gary Woolley, Reading Comprehension: Assisting Children with Learning Difficulties,

Retrieved fromhttp://www.springer.com/us/book/9789400711730, p. 15.

5 Constance Ulmer et al, Creating Games as Reader Response and Comprehension

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2) Vocabulary Knowledge

The ability to determine word meaning from context and determine oral

equivalent of words with their meaning are aspects of vocabulary knowledge. It is

vital for teacher to help their students improving the vocabulary knowledge, as

students will explore more unfamiliar subjects later in their lives. In the

vocabulary knowledge process, using context clues is handy, when students are

about to find the word meaning, they can look for it in the sentence after or before

the word.6

3) Syntactic Knowledge

In comprehension process, the knowledge of sentence syntax or word order is

important. It includes grammatical rules in a sentence and is useful to determine

meaning and pronunciations of words. Syntactic knowledge is learned by the

students from their early years with the help from their oral language ability.

4) Discourse Knowledge

Discourse knowledge includes the knowledge of structural organization of

many types of writing, for example, an argumentative essay will begin by thesis

statement and so on. It is useful for reading comprehension process, it fasten the

students ability to understand the story.

5) Readiness Aspects

Reading Readiness is the skill of students when they are about to read, it

means the benefits in comprehending text before reading a specific material.

Readiness includes knowledge of letter-names, left to right sequence of writing,

the ability to see similarities and differences in shapes, oral language proficiency,

ability to hear similarities and differences in sounds, ability to work cooperatively

in small groups and the ability to sustain independent works. Readiness consist of

pre reading activity such as developing background knowledge, learning new

vocabulary words, and so on.

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6) Affective Aspects

Improving the students’ comprehension in reading would have a lot work to do. Making a comprehension learning session is often boring for students, and it is

encouraged to use as creative as possible in a way of learning comprehension in

reading.

b. Reading Comprehension Skill Characteristics

1) Fluency

Fluency is one of the required skills in comprehension. It is about the ability

to recognize the word meaning automatically in order to comprehend the

sentence. However, fluency appears to be a larger influence in developing reading

comprehension skills for younger readers compared to older ones. Yovanoff et al

in their study, proved that as text becomes more challenging with each grade

level, fluency becomes less predictive of reading comprehension and, instead,

gives way to vocabulary.

2) Vocabulary and Semantic Processing

Semantic processing is important in order to understand the meaning of the

text. It means, students must understand the word meaning before comprehending

the whole sentence. In one study of children from kindergarten through second

grade, Roth, Speece, and Cooper discovered that vocabulary skills, such as oral

definitions and word retrieval, were the best predictors of reading comprehension

development. A similar study conducted by Berninger et al at-risk second graders

revealed that verbal IQ was a statistically significant predictor of reading

comprehension in both the beginning and end of school year assessments

3) Visualization.

Another key component of reading comprehension is the active construction

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reader understand the texts. The concept that readers process both visual

representations of verbal information and of objects to create meaning. Pressley

and National Reading Panel referred this mental imagery, that skill contributes to

comprehension and enhances memory of the text. In addition, Center et al and

Brown et al found statistically significant correlations between visualization

training and reading comprehension scores of students when used as part of a

multiple-strategy instruction intervention.

4) Working Memory

Working memory has also been identified as an important part of reading

comprehension. Rothlisberger et al stated that working memory is defined as an

executive function responsible for keeping and updating information in the mind.

Further, working memory is responsible for managing the process of extracting

information from text and integrating it with prior knowledge to create meaning.

Sequences of text-based information are held in working memory and integrated

with new incoming text and with prior knowledge held in long-term memory.

5) Reasoning and Inference.

Inferential reasoning is the ability to use information in the text to determine

additional information that implied by the text. National Foundation for

Educational Research discovered that the ability to draw inferences is directly

related to reading comprehension ability. The process of inferential reasoning

requires both short-term and long-term memory, as the provider of background

knowledge combined with the text to arrive at the implicit information from the

text7

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3. Kinds of Reading

a. Intensive Reading

Intensive reading is an activity where the reader focused on the aims and

tasks of reading. Usually, intensive reading means to develop general reading

skill, such as vocabulary development, grammar learning, learning expressions in

the text, even translating the passage. Sometimes in the classroom, teacher asks

students to scan for specific information and skimming for main ideas as a part of

intensive reading activity.

However, intensive reading has several limitations. Students may not interest

with the text given by the teacher, also intensive reading activity using short text example which decrease the students’ chance to read fluently. The difference on students background knowledge is affecting on the goals in the activity, students

with low vocabulary knowledge might need teacher’s help in this part. In addition,

students are pacing with the time to meet the goals and the low level students

could be failed in meeting the goals of the activity.

b. Extensive Reading

Harmer states that extensive reading is a reading activity but with pleasure.8

Reading with pleasure means the activity of reading itself brings confidence and

enjoyment for the reader. For students, extensive reading includes reading novels,

newspaper, magazine or other materials. Students pick the materials themselves

and read at their own pace, they could read as much as possible. This activity

usually done outside the classroom, teacher only give the students

recommendations about what should they read or guiding the students what are

the goals after reading.

Though extensive reading is useful for students, it could be challenging for the teacher. It took a lot of time for teacher assessing students’ journal on their extensive reading activity, also extensive reading program is costly and time

consuming to set up if the materials are not enough for the students. Then,

8 Jeremy Harmer, How to Teach English: 2nd Edition, (England: Pearson Education

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students who’s already experience intensive reading program may not believe in the extensive reading program way to learn language.

4. Models of Reading

These models of reading represent the process of general reading

comprehension based on their purpose, they are: 9

a.

Bottom-up Model

Bottom-up model indicates that the reader learning the text letter by letter or

word by word to get understanding of the whole text. According to Gough (1972),

it is begin by translating the parts of written language (letters) into speech sounds,

after that piece the sounds together to form individual words, and then piece the words together to arrive at an understanding of the author’s written message. Bottom up model uses only a little background knowledge from the reader.

b.

Top-down Model

This model represents type of reader who knows what they expect from the

text, and they mostly have their own goals when reading the text. The reader will

direct their eyes to the information they wanted to find in the text.

c.

Interactive Model

The interactive model is a combined model which it takes the word

recognition technique from bottom up model and background knowledge to

understand the text then look for the key ideas by using top down model.

9

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5. Techniques of Reading

a.

Skimming

Skimming is a reading technique that involves the students reading the

material quickly to get a general understanding. According to Farrell skimming

assumes that readers know:

1) How the text is organized

2) Spotting the main point of the paragraph

3) Have the ability to infer the main idea of the paragraph10

There are many strategies that can be used when skimming. Some people read

the first and last paragraphs using headings, summarizes and other organizers as

they move down the page or screen. Skimming works well to find dates, names,

and places. It might be used to review graphs, tables, and charts.

b.

Scanning

Scanning is a reading technique when the students try to look for specific

information. When using this technique, students do not have to read every single

word in the passage to find the information they need.11 When scanning, look for

the author's use of organizers such as numbers, letters, steps, or the words, first,

second, or next. Look for words that are bold faced, italics, or in a different font

size, style, or color. Sometimes the author will put key ideas in the margin.

6.

Purpose of Reading

These are reading purposes that have been classified by Grabe and Stoller

which will be explained below:12

10 Thomas S. C. Farrel, Succeeding with English Language Learners: A Guide for

Beginning Teachers, (California: Corwin Press, 2006), p. 98.

11 Peter Mather, Rita McCarthy, The Art of Critical Reading, (New York: McGraw-Hill,

2012), p. 507.

12 William Grabe, Reading in Second Language: Moving from Theory to Practice,

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a.

Reading to Search for Simple Information and to Skim

In reading to search, scanning for a specific word, or a specific piece of

information, or a few representative phrases is commonly used by reader. For

example, when we look for address or telephone number in Yellow Pages or when

we read a dictionary, looking for the word meaning. Skimming is also commonly

used by reader and it is a useful skill when we are about to read unfamiliar and

long text. We look for the important information then combine them with our

comprehension skill to generate the outline of the text.

b.

Reading to Learn from Text

Reading to learn from text means that the reader needs to learn significant

amount of information from a text. The reader have to remember main ideas and

supporting ideas of the text, then organize them to build understanding and

connect them to their base knowledge. Reading to learn allows reader to read the

text again and reflecting to help remember information because it needs deeper

comprehension to connect the information with base knowledge.

c.

Reading to Integrate Information, Write and Critique Texts

Reading to integrate information means that we make a new conclusion based

on the supporting and conflicting information we read, and then combine them

with other source of information. Reader can decide which information to

integrate and how they are going to integrate them for their own purpose. Reading

to write and reading to critique is a part of the reading to integrate because both of

them requires the skill to choose, critique and arrange information from a text.

d.

Reading for General Comprehension

Reading for general comprehension mostly known as the ability to understand

information of the text but the comprehension ability is much more complex than

that. It needs a quick and automated process of words then strong skills in making

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7. Problems of Reading

Some students might fail at reading unlike other students. There are many

things that can cause this to happen. It could be physical or mental factor

furthermore it could be the situation or bad habits that develop unconsciously by

students in their early years. In this section, problems of reading will be divided

into six parts, common reading problems, physical factor reading disability,

intellectual factor, emotional factor, sociocultural factor, and school factor.13

a.

Physical factor reading disability

Students with low reading rates or lacking on certain understanding of text

could be having a physical condition called dyslexia. Dyslexia is a condition

where a person has difficulties in decoding alphabet and thus resulting in

difficulties when reading words. Children who suffer brain damage at birth will

find difficulties in reading word symbols too. They get confused with letters and

affect their perception on it which resulting in interference with word recognition.

Most of the case, children with brain damage are easily distracted and

hyperactive, only high skilled teachers can successfully teaching them to read.

b.

Intellectual Factors

In a group of children with high intellect, they tend to be a good reader. They

can do several tasks that require reading with no problem. While children with

average intellectual, they have some difficulties in reading task and have no

problem in task that requires no reading. The ability to remember sequence of

letters and words could be a factor in learning to read. Teacher can help students

improving their ability to manage visual symbols.

13 Robert Karlin. Teaching Elementary Reading: Third Edition. (New York: Harcourt

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c. Emotional Factors

Children may experience failure in school because of their incapability to

handle emotions. Psychologists have studied that problematic children with

insecurity, hostility, dependency can resist and even hate reading. In this case,

children can be given treatment to relieve them from pressure and encourage them

to read. It has been proved that treatment not only helping students to read more

but also effective for children personal adjustment.

d.

Sociocultural Factors

There are enough evidences that student with higher socioeconomic classes

are far better readers than other. In this case, students with higher culture can read

proper English than students who speak dialects having hard time in written

Standard English. this can be helped with reading program from the school,

parents and teacher together they motivates students and provide them variety in

activities and books to read.

e.

School Factors

The school factors problem in reading is mainly from the teacher. If the

teacher could not provide special instruction for student with reading problems,

they can fail and it will become worse. School administration can be blamed too if

they could not provide support for teacher. They give teacher a large classroom

that is decreasing the teacher confidence to provide student in need.

B. Narrative Text

1. Definition of Narrative Text

Chatman in his book, state that narrative is a compiled series of events that

ends with conclusion.14 That means Narrative text is a compiled sequence of

problematic events, it always ends with resolution from the problems. In Narrative

text, plot became the main content, Gordon and Kuehner stated that plot could be

(29)

16

defined as an author’s careful array of events in narrative to achieve a desired effect.15 Plot in narrative text is important as it is necessary for narrative text to be

chronologically written.

2. Structure of Narrative Text

Narrative text focuses the text in chronological series of occurrence.16 Below

are the generic structure of narrative text:

a. Orientation (Introduction)

Orientation consists of setting in the story. It includes the introduction of characters, background story, time of the story etc. it usually answers “Who, When, and Where”. For example, Mr. Wolf went out hunting in the forest one dark gloomy night.

b. Complication or problem

Complication is a series of occurrences that happens in the story. It involves

the main characters problem or hardships in a story.

c. Resolution

There needs to be a resolution after the complication. The complication may

have happy ending or bad ending. Sometimes there are a number of complications

that have to be resolved. These complications will add and sustain interest and

suspense for the reader.

15 Jane Bachman Gordon and Karen Kuehner, Fiction: The Elements of Short Story,

(Ohio: McGraw-Hill, 1999), p. 1

16 Joko Priyana, Interlanguage: English for Senior High School XI, (Pusat Perbukuan

(30)
[image:30.595.106.515.143.608.2]

3. Sample of Narrative Text

Table 2.1

Narrative Text Sample and Structure

Generic Structure Text

Orientation In the town of Verona there lived two families, the

Capulets and the Montagues. They engaged in a bitter

feud. Among the Montagues was Romeo, a hot-blooded

young man with an eye for the ladies

Complication There, he was surprised to find Juliet on the balcony,

professing her love for him and wishing that he were not a “Montague”, a name behind his own. “What’s in a name? That which we call a rose by any other name would smell as sweet.” Romeo was ready to deny his name and professed his love. The two agree to meet at

nine o-clock the next morning to be married.

Resolution Unfortunately, the Friar’s letter failed to reach Romeo.

Under the cover of darkness, he broke into Juliet’s

tomb. Romeo kissed the lips of his Juliet one last time

and drank the poison. Meanwhile, the effects of the

sleeping potion wear off. Juliet woke up calling for

Romeo. She found her love next to her but was lying

dead, with a cup of poison in his hand.

Reorientation She tried to kiss the poison on his lips, but failed. Then

she died.

4. Types of Narrative Text

There are many types of Narrative text, mostly, students were introduced

fable, legend, myth, fairy tales and folk tales story. Fables where the characters

are animals and usually ends with moral value. Legend is one of the narrative

story that was told from one person to another person and is usually tells about

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18

real; it was spread from one person to another person without a real evidence of

the story. Next is fairy tale, it is a folktale that usually tells about a magic in the

characters and at the end of the story may consist of moral value. Last is folktale it

is a tales that has been spread for generations and become a tradition for its

society. 17

C. Video Game

1.

What is a Video Game

A video games term is still uncommon for the study. However, Tavinor

having research towards the definition of video game and he concludes that he

doubts if a video game can be defined.18 Though, Tavinor presenting some

people’s point of view of what a video game is. For example, Juul explains about games but not exactly a video game. He refers the definition as a “Classic game model”. While, Tavinor argue that video games are a technologically designed entertainment object that will develop as long as the technology improvement still

going on.

The researcher concludes that it is hard to term the video game but based on

what Tavinor states, a video game is a tool to have fun and its technologies made

it more interesting to try on.

2.

Characteristics of Video Game

Video games according to Saulter has certain common characteristics, there

are 5 characteristics: 19

a. One or more players, a condition can be called a game when a player or

players identified.

b. Set of rules, a game must have rules; the rules will cover the consequences of

every action made by the player.

17

Joko Priyana, Interlanguage: English for Senior High School XI, (Pusat Perbukuan Departemen Pendidikan Nasional, 2008)

18 Grant Tavinor, The Definition of Video games Revisited, (The Philosophy of Computer

Games Conference: Oslo, 2009).

19

(32)

c. Player interaction with an opposing force, a game must have a conflict in it

which player must face and interact with.

d. Organized method of play, a game must be playable and the sequence should

be logical and balanced. A game that require strategy to play will make the

player became aware of the game and it results in better player.

e. Desirable goals or outcome, a game must have a goal, also one or more

possible endings according to the option the players take.

People play games basically because it is entertaining in its own way,

meaning, by playing the game, the player could be relieved or it might boost the

player mood. Research by Entertainment Software Association (ESA) found that

50 percent of Americans who play computer and video games are looking for

entertainment (Essential facts, 2005).

3.

Motivation behind Playing Game

This part will explain the motivations behind playing games focusing on

Education. Saulter stated that most of children’s first year learning through play.

For example, a game like Peek-a-Boo help children to learn that separation is not

always permanent. As for children nearing their adulthood, games trying to

educate children about important life lessons, such as trust, cooperation, conflict

resolution, communication and ethics.20

4.

Narrative Devices in Video Game

In order to keep the story goes, video games tend to have these devices:

a. Cut Scenes, is a mini clip or scene to make the players feel that they are

involved in the game. Mostly, it was just a non-interactive scene and usually

it contains information about the next action that the players should do.

b. Scripted Event, these scripted events are maintained by AI (Artificial

Intelligence). Usually an AI will determine the events based on the choices

made by the players.

20

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20

There are many studies that using video games as a way to improve students’ English learning. Squire argues that video games have many factors on why it is

popular and influential for children:

a. Video games trigger strong emotional reactions to the players like fear,

happiness, or sadness.

b. Those emotions created through the plot, character traits, game achievement

and rewards, and competition or collaboration with other player.

c. Video game appears to be rich in socio-cultural which provides ‘raw material’

in youth culture.21

D. Previous Study

Ting-Yu Yang & Chen conducted a study of a group of 60 Taiwanese EFL learners’ perceptions of a commercial adventure video game for second/foreign language learning. This study wants to determine the effects of a commercial

adventure video game on foreign language learning and learners' perceptions

toward an adventure game. About twenty two college students in Taiwan were

asked to play an English adventure game titled BONE. The analysis results that

students learned some new words, however both groups are not improving on

their performance in learning. The researchers then conducting another research to

understand the strength and weakness of using adventure games in learning

foreign language, there are 35 college students tested on their perception towards

the game. This study resulting that the students consider playing video game is

helping them to make learning foreign language as interesting and motivating. It is

proved that this game is improving students listening, reading and vocabulary skill along with students’ motivation too. The research results identified both strengths and weaknesses of adventure games for EFL/ESL based on learners’ perceptions,

21

(34)

and should encourage more studies on the investigation of using adventure games

in language learning.22

The study above only investigating the students perception, while the study

the researcher wanted to investigate the implications towards reading

comprehensive and the motivations that emerge during playing the game.

However, it is not easy to do such research, it is mainly because playing video

games are still considered not educating and sometimes they were considered as ‘violent’. This fact made the researcher eager to prove that video games are not as what most people said.

The second study is the Effect of Video Games on Iranian EFL Learner’s

Vocabulary Learning by Sedigeh Vahdat from Shahid Chamran University and

Amin Rasti Behbahani from Islamic Azad University. In this study, the

researchers pick about 40 participants through TOEFL proficiency test; male and

female. The participants then divided into a control group and experimental group

consist of 10 males and 10 females each. The control group studied vocabulary

via traditional classes while the experimental group plays a video game titled

Runaway: A Road Adventure. The Researchers using three instruments where the

first instrument is simulated TOEFL test, second is an achievement test consist of

40 multiple choice test and the third is a Likert scale to determine the experimental group’s view and experience when learning through video games. This study proves that video games are useful for students’ vocabulary learning

and the male participants are more interested in learning through video games

than the female participants.23

The third study is the Effect of using Narrative Comprehension Cards

Strategy toward reading comprehension on narrative text from UIN Sultan Syarief

Kasim Riau researched by Erika. This study conducted for a senior high school

students and it is using quasi experiment where pre-test, treatment and post-test

22

Howard Hao-Jan Chen and Christine Ting-Yu Yang, the Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners, (Philadelphia: Taylor & Francis Ltd., 2013).

23

Sedigheh Vehdat and Amin Rasti B., the Effect of Video Games on Iranian EFL

(35)

22

are conducted. The treatment only directed once by the researcher then the

experimental group tried the strategy themselves. The result is that there is a

significant effect of the strategy used in the test. It is proved by the test result that the students’ comprehensions are increased after using the strategy.24

The fourth study is conducted by Romli with the title ‘Improving Students’ Reading Comprehension of Narrative Text through Story Mapping’ from UIN Syarief Hidayatullah Jakarta. The purpose of this study is to get the empirical prove in improving the students’ reading comprehension of narrative text through story mapping. The researcher using a Classroom Action Research method, where

he conducts observations, interviews, questionnaires and tests. The result for this study is that the story mapping method brings an improvement to the students’ comprehension in narrative texts.25

The results of the studies above are involving many kinds of methods in

language learning, which can inspire many teachers in teaching narrative texts. It

is proved that there are many ways to learn to comprehend English narrative texts.

That is why researcher wants to try another method. In this study, role playing game is going to be used and expected to have effects on students’ reading comprehension skills.

There are many differences and similarities from the study above with the

researcher study. From the first and second study, both using video games as the

tool for learning which the writer will use for this study. Meanwhile the third and

fourth study using a story mapping and narrative comprehension cards strategy as

the method of learning. The participants are varies from all of the study above, the

researchers mostly pick intermediate level students while the writer will choose

from Junior High School students in Jakarta Selatan.

24

Puspa Erika, The Effect of Using Narrative Comprehension Cards Strategy toward Reading Comprehension on Narrative Text of the Second Grade Students at SMAN 2 Bagan Sinembah Rohil Regency, Skripsi for undergraduate Sultan Syarif Kasim Riau State Islamic University, 2015.

25 Muhamad Romli, Improving the Students’ Reading Comprehension of Narrative Text

(36)

E. Thinking Framework

In learning second language, reading skill is one of the skill that learner must

have. It is because in order to understand a text in the target language one has to

understand the meaning of each words then connecting all the information with

the prior knowledge.

The researcher feels it herself when she was learning English for the first

time, find it hard to understand what is the meaning of each word and what it is

about. The urge to look for the meaning of the word is not enough for a child her

age and this is proved by her friends too. The lack of teachers’ creativity is a crucial matter to the students in teenage. How to attract the students’ attention is important in order to motivate them to learn second language.

This is why the researcher tries to find a way by using the modern technology

that actually intriguing to children these days and children at teenage love to play games and trying something new. This study is hoping to be useful for teachers’ creativity in engaging students while not in the class. While homework seems to

be scary back then, this time the researcher assume that it will be more exciting

and interesting.

F. Theoretical Hypothesis

Based on the problem formulation, the hypothesis of this research is “Video game has positive effect on students’ reading comprehension of narrative text at

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24

CHAPTER III

RESEARCH METHODOLOGY

A. Place and Time of the Research

This research was conducted at SMP N 96 Jakarta Selatan on Jl. Margasatwa

RT 001/RW 03 Pondok Labu, Cilandak, South Jakarta, DKI Jakarta, 12450. The

research held from 27 April until 25 May on 2016.

B. Design of the Research

This research using an experimental research design in order to answers the

problems presented on the background. Experimental research is a research that

test the hypotheses cause and effect relationship about.1 For this study, as an

educational study where the variables are controlled and manipulated, this study is

a quasi-experimental research. Quasi Experiment itself is experimental situations

in which the researcher assigns, but not randomly, participants to groups because

the experimenter cannot artificially create groups for experiment.2

C. Method of the Research

In this study, Pre-test was given before the procedure applied on the samples.

After that, experimental class samples were given treatment by playing a role

playing game for some time and the last, both experimental and controlled class

were given a post-test which was the same kind of narrative text. The researcher

held one meeting for pre-test and one meeting for post-test. Treatment held for

four days a week for 80 minutes, and it lasted for two weeks. The experimental

group brought a dictionary while playing the game and only allowed to look up

for vocabulary when playing game.

1 Margeurite G. Lodico, Dean T. Spaulding, Katherine H. Voegtle, Method in

Educational Research, (US America: Jossey-Bass, 2006), p. 12.

2 John W. Cresswell, Educational Research Planning, (US America: Pearson Education

(38)

25

D. Population of the Research

The population of this study was eight grade students of SMP N 96 Jakarta

Selatan which from class VIII-1 until VIII-6. Purposive sampling used to

determine the sample of this study.

E. Sample of the Research

Purposive sampling is a technique to determine the sample by a specific

consideration.3 It means the sample will be special and suitable for the research.

For example, if the research is about political condition in one region, then the

sample will be people who have specialty in Politic. In this study, the students

who own a laptop or computer at home and have an average score of English

subject on their last report. Approximately 30 students for experimental class and

30 students for controlled class.

F. Research Instrument

In this study, the researcher using tests for instrument, first the researcher was

conducting pre-test, pre-test will give the researcher a view to assess the

participants before treatment,4 and in this case, the researcher made 10 narrative

texts and 5 questions for each text (50 in total) for the participants and then,

providing treatment afterwards. The treatment in experimental class was playing

video game for 30 minutes after that the participants in experimental class answer

about ten questions regarding the narrative in the game. In the control class, they

were also given pretest but the treatment is only reading narrative texts about the

game and answering the questions. Last, post-test was given to the sample with

same contents only differ in some parts. Post-test provides the researcher

evaluation after the treatment was given to the participants.5 The post-test also

3 Sugiyono. Metode Penelitian Kuantitatif, Kualitatif dan R&D. cetakan ke 8. 2009

Alfabeta, Bandung

4 John W. Cresswell, Educational Research Planning, (US America: Pearson Education

Limited, 2012), p. 297.

5 John W. Cresswell, Research Design: Qualitative, Quantitative, and Mixed Method

(39)

26

26

consists of 10 short narrative text with each text contains 5 questions related to the

text.

1. Instrument for Reading Comprehension of Narrative Text

a. Concept and Operational Definition

1)

Concept Definition

a) Dutcher in Ulmer et al stating that reading comprehension is a process which

the reader background knowledge, the information on the text and the

situation when reading are interacted with each other.

b) Chatman in his book, state that narrative is a compiled series of events that

ends with conclusion.

2)

Operational Definition

While the operational definition of reading comprehension on narrative text

includes students understanding in sentences, this includes their understanding of

[image:39.595.107.518.210.744.2]

characters, plot, setting, moral of the story and classifying the text organization.

Table 3.1

Test for Pre-test and Post-test

Indicator Questions Number Total Questions

1. Determining the

schematic structure:

a. Orientation:

Characters,

setting, and plot.

Characters : 1, 35, 37,

42, 43

Setting : 2, 14, 34, 39,

46

Plot : 6, 20, 23, 27, 28

Characters: 5

Setting : 5

Plot : 5

b. Complication 11, 16, 31, 45, 50 5

c. Story Sequence 5, 8, 24, 33, 38 5

d. Resolution: moral

of the story.

4, 10, 22, 29, 32

5

(40)

27

Indicator Questions Number Total Questions

inferences of events in

the story and finding

the synonym and

antonym.

Inference: 9, 12, 18, 25,

48

Synonym: 3, 7, 13, 17,

21

Antonym: 26, 30, 40, 41,

44

Inference: 5

Synonym : 5

Antonym : 5

3. Determining the story

organization.

15, 19, 36, 47, 49

5

Total Questions 50

G. Data Collection Technique

In this research, there are three steps on the experiment. The pre-test where

the students read some narrative texts and answer sets of question regarding the

texts. Then, the class had a treatment that is playing the video game and taking

notes about their feelings on learning English through the game. Last, the post-test

is a narrative text too with its set of question and same level as the pre-test.

Before conducting pre-test and post-test, the researcher needed to determine

which questions is valid and reliable. Therefore, the researcher conducting

validity test and reliability test on the same school but in four different classes.

The researcher using class VIII-1, VIII-4, VIII-5, and VIII-6 to determine the

validity and reliability of the test, by providing 70 questions of multiple choices.

To analyze the test, there are four steps to determine the validity and reliability,

they were:

1. Validity Test

The researcher used anatest software version 4.0.9 developed by Drs. Karnoto, M.Pd. and Yudi Wibisono, ST., to test the validity of the instrument. A

valid test is a test that measures accurately on what it is intended to measure.6

6 Athur Hughes, Testing for Language Teachers, (Cambridge: Cambridge University Press,

(41)

28

28

The criteria of validity:7

r_xy = 0.91—1.00 = very high

r_xy = 0.71—0.90 = high

r_xy = 0.41—0.70 = enough

r_xy = 0.21—0.40 = low

r_xy = < 0.21 = very low

After calculating, the validity value of the instrument was 0.75. This means

that the test had high validity, from 70 questions there are 63 questions were valid

and the other questions are not valid.

2. Reliability Test

Reliability test used to measure the consistency of the test result. According to

Arikunto, reliability used to measure instrument that provides consistency of the

indicators in the research.8

Then, the researcher using anatest software version 4.0.9 developed by Drs. Karnoto, M.Pd. and Yudi Wibisono, ST. to determine the reliability value of the

instrument.

From the calculation using anatest, the reliability value r was 0.87 and 0.67. Then, r should be compared with the rt le (rt) of product moment. The students participated on this test was about 144 students, and based on the rt le

(rt) of product moment, it showed rt 5% is 0.16.

An instrument is reliable if the reliability value is higher than rt le 9. From

the calculation, it can be concluded that the reliability value (0.87 and.0.67) were

7 Suharsimi Arikunto, Dasar-Dasar Evaluasi Pendidikan, (Jakarta: Bumi Aksara, 2012), p.

89.

8 Ibid., p. 101.

9 Suharsimi Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik, (Jakarta: Rineka Cipta,

(42)

29

higher than the rt le with 5% significance (0.16), therefore the test were reliable

(0.87 and 0.67 > 0.16).

H. Data Analysis Technique

In technique of analyzing data, comparative t-test statistical analysis was

used. The function was to compare the results of the students’ scores in pre-test

and post-test between the experimental group and control group.

These are the statistical formulas for t-test :

�= �−

��−�

Below is the process of t-test

1. Determining mean of variable X (Experiment Class):

=

∑ �

2. Determining mean of variable Y (Control Class):

� =

∑ �

3. Determining standard deviation of variable X:

= √

∑ � 2

∑ �

4. Determining standard deviation of variable Y:

= √

∑ � 2

− (

∑ �

)

5. Determining standard error of mean variable X:

=

√ −

6. Determining standard error of mean variable Y:

(43)

30

30

7. Determining standard error of different mean of variable x and mean of

variable Y:

� − = √� + �

M

x = mean of students' post-test score in experiment class

M

y = mean of students’ post-test score in control class

∑ fx

= sum of students’ post-test score of experiment class

∑ fy

= sum of students’ post-test score of control class

N

x = number of students’ in experiment class

N

y = number of students in control class

SD

x = standard deviation of mean in experiment class

SD

y = standard deviation of mean in control class

SE

Mx = standard error of mean in experiment class

SE

My = standard error of mean in control class

SE

Mx-My = standard error difference between Mx and My

t

0 = value of hypothesis testing

After all of the data calculated, determine the degree of freedom with formula:

df = Nx + Ny – 2

8. Normality Test

Normality test used to know whether the data collected are normal on the

distribution or not. The researcher will use IBM SPSS Program version 23 to

find out the normality of the data.

Steps:

a) Open IBM SPSS 23 program, to find out the normality data, the researcher

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31

b) First, write the variable view with Score for pretest or posttest score and Class

for experimental or control class

c) Then, click Analyze→Descriptive Statistics→Explore

d) Drag the Score to the Dependent List and Class to the Factor List

e) Click Plot→checklist Normality Plots with Test→OK

The criteria of determining the normality of the data was:

a) If Lvalue is smaller than Ltable (Lvalue < Ltable), it means that the data were

distributed normally.

b) If Lvalue is bigger than Ltable (Lvalue > Ltable), it means that the data were not

distributed normally.

2. Homogeneity Test

Homogeneity test is used to determine whether the data is in homogeneity

variance or not. Below are the steps to calculate the homogeneity data:

a) Open IBM SPSS 23 program, for homogeneity test, the researcher used

one-way ANOVA formula.

b) First, write the variable view with Score for pretest or posttest score and Class

for experimental or control class

c) Click Analyze→Compare Means → One-way ANOVA

d) Drag the Score to the Dependent List and Class to the Factor List

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32

32

I. Statistical Hypotheses

Ho: β ≤ 0

H1: β > 0

Description :

H0: Video Game has no positive effect on Students’ Reading Comprehension

of Narrative Text

H1: Video Game has a positive effect on students’ Reading Comprehension of

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33

RESEARCH FINDINGS AND INTERPRETATION

A.

Research Findings

1.

Data Description

This chapter presents data collection of experimental class and controlled

class on SMP N 96 Jakarta Selatan where pre-test and post-test given. The

researcher chose class VIII-2 as the controlled class and class VIII-3 as the

experimental class. Both classes consist of 36 students each and the researcher

chose only 30 students as the sample. In this section, there are 2 tables presenting

test scores of experimental class and test scores of controlled class. Each table

consist of 3 columns, they are pre-test score, post-test score and gained score.

a.

Data of Experimental Class

[image:46.595.117.517.230.747.2]

Table 4.1

Students’ Scores in Experimental Class

Student No. Pre Test Post Test Gained Score

1 60 64 4

2 52 60 8

3 56 70 14

4 66 70 4

5 50 64 14

6 60 74 14

7 56 64 8

8 66 68 2

9 58 78 20

10 42 56 14

11 40 50 10

12 62 70 8

(47)

34

Student No. Pre Test Post Test Gained Score

14 42 58 16

15 60 72 12

16 50 68 18

17 52 74 22

18 48 50 2

19 56 64 8

20 54 58 4

21 50 60 10

22 56 68 12

23 54 68 14

24 50 66 16

25 62 70 8

26 54 70 16

27 48 70 22

28 54 64 10

29 58 70 12

30 52 60 8

1620 1962 342

Average Score 54 65.4 11.4

From Table 4.1, it was shown that the highest score on pre-test of

Experimental Class was 66 and the lowest score was 42, while in the post test of

Experimental Class, the highest score was 78 and the lowest was 58. In the Table

4.1, it also revealed that the total of gained score was 342 and the average score

between pre-test and post-test are different. The post test score was slightly higher

(48)
[image:48.595.123.519.173.752.2]

Table 4.2

Students’ Scores in Controlled Class

Student No. Pre Test Post Test Gained Score

1 52 56 4

2 68 84 16

3 44 46 2

4 46 50 4

5 66 78 12

6 56 58 2

7 62 82 20

8 54 68 14

9 70 80 10

10 46 62 16

11 42 62 20

12 48 56 8

13 60 54 -6

Gambar

Table 2.1 Narrative Text Sample and Structure  ..................................................
Table 2.1 Narrative Text Sample and Structure
Table 3.1 Test for Pre-test and Post-test
Students’ Scores in Table 4.1 Experimental Class
+7

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