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THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S ENGLISH READING ACHIEVEMENT

THESIS

By:

CLARASHINTA VINA ROSSENDHY 07360108

ENGLISH DEPARTMENT

FACULTY OF TEACHER TRAINING AND EDUCATION UNIVERSITY OF MUHAMMADIYAH MALANG

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THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S ENGLISH READING ACHIEVEMENT

THESIS

This thesis is submitted to meet one of requirements to achieve Sarjana Degree in English Education

By:

CLARASHINTA VINA ROSSENDHY 07360108

UNIVERSITY OF MUHAMMADIYAH MALANG FACULTY OF TEACHER TRAINING AND EDUCATION

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MOTTO AND DEDICATION

“All who call on GOD in TRUE FAITH, earnestly from the heart, will certainly be HEARD, and will receive what they have ASKED and DESIRED”

(Martin Luther)

“Believe you CAN and you’re in HALFWAY to get there” (Theodore Roosevelt)

“Action is the FOUNDATIONAL key to all SUCCESS” (Pablo Picasso)

“NON SCHOLAЁED VITAE DISCIMUS; E VINCIT QUI SЁVINCIT” (kita belajar bukan untuk mendapatkan nilai, lulus dan gelar, melainkan kita belajar untuk

kehidupan di masa yang akan datang; dan pemenang sejati adalah orang yang bisa

mengalahkan dirinya sendiri)

I dedicated this thesis to: My beloved mother (Clarashinta), father (Abdul Hamzah), and my all beloved family (aunts, uncles, brothers, sisters, grandmother, and grandfathers) Thanks for giving me best, for every support, patient,

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THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S ENGLISH READING ACHIEVEMENT

ABSTRACT

Comprehension and understanding text or vocabulary are essential parts of reading skill. However, in delivering and receiving the material of reading still interesting topic to be discuss. Many ways are already implemented to deliver the material, so the students will more interesting to learn reading. The objective of the study was to know the influence of PlayStation to the children‟s English reading achievement.

This research used the correlation study in order to investigate the relationship between two variables. In this study, the independents variable (x) represents PlayStation as the variable which has side-effect to others. Meanwhile, the dependent variable (y) represents the children‟s English reading achievement as the variable which the variable is to determine in what level of the influence. Furthermore, this study is move on to investigate whether there is or there is no influence of PlayStation to the children English reading achievement.

The sample of this study was the students of grade 4 and grade 5 of SD computation. The result showed that PlayStation had high influence to the children‟s English reading achievement. In another word, the alternative hypothesis (hi) was accepted, and the null hypothesis (ho) was rejected.

Keywords: correlation, PlayStation, reading achievement

Advisor I Malang,

The Writer,

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ACKNOWLEGEMENTS

All the praises and holiness to the Merciful GOD, who has given the guidance and blessing in finishing this thesis.

The writer believes that without HIS blessing, she cannot do anything because she is nobody. Frankly, this thesis would not finish without other people‟s help. In this occasion, she thanks to:

1. Her beloved parents, Abdul Hamzah Ohoi Ulun, S.H and Clara Shinta who always pray, care, support and give the affection during writing this thesis. She can‟t express with words anymore because it is not enough to reply their dedication to her

2. Her first advisor, Dra. Erly Wahyuni, M.Si and her second advisor, Dra. Thathit Manon Andini, M.Hum, for their suggestion, corrections, encouragements, kindness and patience in finishing this thesis.

3. Her beloved uncle and aunty, Andreas Agus Hardjito, ST.MT. and Dra. Lea Lastiani, for their support and kindness and suggestion in finishing this thesis.

And also her brothers, sisters, grandfathers, and grandmother who always support and care.

4. Her beloved sister Eunike Dian Andrilia, who always help and care in finishing this thesis.

5. The Headmaster of SD Sumber Sekar 01 Dau-Malang, Drs. Khoiri and headclass teacher Grade 4, Lilik Suliati, S.Pd and headclass teacher Grade 5, Debora Nasikah, S.Pd, who had gave the opportunity to conduct the research. 6. Her head class Drs. Masduki, M.Pd and friends in English Department “07 C

-Class” and the other who are not mentioned one by one

Finally, the writer realizes that this thesis is far from being perfect. Therefore, advices and critics are important to make this thesis be better.

Malang, August 2012

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TABLE OF CONTENT

Page

APPROVAL ... i

LEGALIZATION ... ii

MOTTO AND DEDICATION ... iii

ABSTRACT ... iv

ACKNOWLEDGEMENT ... v

TABLE OF CONTENT ... vi

LIST OF TABLES ... ix

CHAPTER I: INTRODUCTION 1.1Background of the Study ... 1

1.2Statement of the Problem ... 7

1.3Hypothesis ... 7

1.4Purpose of the Study ... 7

1.5Significance of the Study ... 7

1.6Scope and Limitation ... 8

1.7Definition of Key Terms ... 8

CHAPTER II: REVIEW OF RELATED LITERATURE 2.1 Young Children and Techno-literacy‟s ... 9

2.2 Reading ………... 11

2.2.1 The Reading Act ... 12

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2.3 PlayStation Video Game ... 18

2.3.1 Definition……….. 18

2.3.2 PlayStation Game Categorized………. 19

2.3.3 Strenghts and Weakness of PlayStation……… 21

2.4 Parental Involvement……... 23

CHAPTER III: RESEARCH METHODOLOGY 3.1 Research Design ... 25

3.2 Population and Sample ... 26

3.3 Research Instrument ... 27

3.4 Data Collection ... 27

3.5 Data Analysis ... 28

CHAPTER IV: FINDING AND DISCUSSION 4.1 The Influence of PlayStation to the Reading Achievement…… 30

4.2 Discussion……… 33

CHAPTER V: CONCLUSION AND SUGGESTION 5.1 Conclusion………... 35

5.2 Suggestion……… 36

5.2.1 Suggestion for the Lecturer……… 36

5.2.2 Suggestion for the Students……… 36

5.2.3 Suggestion for the Parents……….. 37

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APPENDIXS

APPENDIX I : The Result of Questionnaire APPENDIX II : The Result of reading Test score

APPENDIX III : The Result of Product Moment Using the Raw-Score Table

APPENDIX IV : Table of Coefficient Relation “r” Value APPENDIX V : The Result of Playing Time (Questionnaire)

APPENDIX VI : The result of Video Game “Playing Most” (Questionnaire) APPENDIX VII : Questionnaire

APPENDIX VIII : Reading Test

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LIST OF TABLES

page

Table 3.1 : The Score of Multiple-Choice Answer 26

Table 4.1 : Cronbach’s Alpha Fomula Formula 31

Table 4.2 : The “r” Product Moment Interpretation Table 31

Table 4.3 : Playing Time Result 32

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BIBLIOGRAPHY

Adikara, R.E. Bermain Game Baik atau Buruk. (http:www.google.com, accessed on 14th May 2011)

Ahmadi, Abu. 1993. Cara Belajar Yang Mandiri dan Sukses. Solo: CV Aneka

American Academy of Pediatrics (2001) „Children, Adolescents and Television‟,

Pediatrics 107(2) : 423–6. Available at:

http://www.aap.org/policy/re0043.html (accessed on 14th May 2011).

Arikunto, Suharsimi. 2006. Prosedur Penelitian. Suatu Pendekatan Praktek. edisi revisiVI, Jakarta: PT. Rineka Cipta

Barnhart. (2003). AutoSkill a helping hand for literacy: English as a second

language., from http://www.autoskill.com/pdf/ESL_Results.pdf (accessed

on 14th May 2011).

Downes, A. H. (2002) „Where Are the Childhoods in Childhood Literacy? An Exploration in Outer (School) Space‟, Journal of Early Childhood

Literacy 1

ELSPA (Entertainment and Leisure Software Publisher Association). 2006. Unlimited Learning: Computer and Video Games in the Learning Landscape.

http://www.elspa.com (accessed on 6th June 2011).

Gardner, B. (2001) Toys as Culture. New York: Gardner Press.

Gee, J. P. (2003) What Video Games Have to Teach Us About Learning and Literacy.

New York: Palgrave Macmillan.

Habibi. Isa. 2009. Pengaruh Game PlayStation Terhadap Prestasi Belajar Siswa

MAN Jombang. Faculty of Psychology. Universitas Islam Negeri “Maulana

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Hacker, C. (1980) Home Pages: Literacy Links for Bilingual Children. Staffordshire: Trentham Books.

Marsh, Jackie. 2003. The Technoliteracies Practice of Young Children. Sheffield University. Macintosh. (accessed through “Google pdf-files searching” on 7th June 2011 )

Martin, A. (2003). Essential E-literacy. Connected, 9 (Autumn). Available at:

http://www.ltscotland.org.uk/connected/connected9/specialfeature/eliteracy. asp

McPake. Joanna. 2006. Learning to become e-Literate: Young children and New

Technologies. University of York (accessed through “Google pdf-files

searching” on 7th

June 2011 )

McPake, J. (2006). The impact of digital divides on young children‟s experiences with new technologies. Paper given at the Annual Conference of the British

Educational Research Association, University of Warwick (September)

Miller.D (2001). Local Literacies: Reading and writing in one community. London: Routledge.

Nazir, Ph. D. 2005. Metode Penelitian. Bogor: Ghalia Indonesia

Parker. L. Leann. 2005. Language Development Technologies for YoungEnglish

Learners. University of California (accessed through “Google pdf-files

searching” on 1st

July 2011 )

Pearson, D. and Johnson, D. (1987). City Literacies: Learning to read across

generations and cultures. London: Routledge.

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Ross. Kenneth. 2004. Educational Research: Some Basic Concept and Terminology.

University of Hamburg (accessed through “Google pdf-files searching” on 7th June 2011 )

Sheerman, B. (2005). Literacy in Theory and Practice. Cambridge: Cambridge University Press.

Soemanto. 1990. Metodologi Penelitian: Sosial Dan Pendidikan. Yogyakarta: Andi Offset.

Sudjana, Nana. 1996. Cara Belajar Siswa Aktif dalam Proses Belajar Mengajar. Bandung: Sinar Baru

Turner. Margareth. 2007. Kinder Kids : Learning To Read in 21th Century. University of York (accessed through “Google pdf-files searching” on 14th May 2011 )

Warschaucher J. L. (2003) Handbook of Children and the Media. New York: Sage.

Westera K.L (2005) Local Literacies: Reading and Writing in One Community. London: Routledge.

What Are the Benefits of Children Playing Video Games? | eHow.com

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1 CHAPTER I INTRODUCTION

Chapter I of this research presents such topics as; background of study,

statement of problem, purposes of study, significance of study, scope and limitation,

definition of key terms.

1.1 Background of Study

The expansions of 21st century technology has meant that adult and children

live in society where digital devices are integral to their everyday lives and society

participation. Nowadays, peoplerealized that they can’t live in this globalization

world without these technologies. We communicate, learn, work, entertain ourselves,

and shops are influenced by technology. Even, gender and aged cannot avoid the

growth of technology.

The term of “digital devices” is used to describe the items that comprise

cotemporary technological innovations which are made possible through

digitalization (e.g., robots, iPods, Free-pollution cars and mobile phones) and “old”

technologies (e.g., television), which have been transformed through digitisation

(Marsh et. al., 2005). The innovations of technology not only in daily needs, game

industrial has already experienced the effects of technologies developments.

Similar with other technology innovations, games based on the

computerization are most popular and joyful to play. One of the games which

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and computer. Every age limit is allowed to play this game including an adult; it is

not only definite for teenagers or children. Young children which are born in the 21th

century are socialized into the digital world and often identified as “digital natives”

(Prensky, 2001; Zevenbergen& Logan, 2008).

The factors of social-economy can be one that effecting to the PlayStation’s

expansion. The growth of the social-economyenables to the parents get PlayStation

to their children. It’s possible to the children to have their own PlayStation at home.

Besides that, the growth of PlayStation rents increases each year.

The emergence of this game has arisen some arguments about the advantages

and disadvantages of this game. In learning aspect,this game has bad effect to the

students. Bad score reports; undisciplined study time, school absences, and school

assignment abandoned are examples of bad effects of PlayStation’s addicted.

Education is a vital aspect of human being. The purpose is to raise the human

source. Hence, the education has big responsibilities to develop students’ ability,

including students’ achievement of learning process. Learning language is the way

for gathering information around the world, and the easy ways to make

understandable about science from different language. The most common language

which called by “global language” used by information developer is English.

English is one of the important languages that must be studied by people.

Nowadays, English begins to be a vital language around the world, without this

language it is impossible to many people to communicate with people in others

country. School is the best way to learn English. Many schools are already give full

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reading, writing, listening and speaking.Achieving English learning goals are fully

depends on two main factors of learning; they are skills and motivations (Gardner,

2001). Gardner states that, “to optimizing students’ motivation, learning process

needs three basic elements of learning; they are teachers, materials, and media”. In

order to achieving English learning goals, the development of technology has

brought the attractive attention to the many educators and researchers for possibility

to use them for educational purposes, particularly for supporting literacy

development (Gee, 2003).

Find some attractive media that related to the students’ need is a difficult task

for the best part of the teachers. Warschaucher (2003) states that one attractive media

is useful for delivering media to the students; the students will easily absorb the

material in the way that they interested in. The researcher is interested on

PlayStation, because it is played by the best part of people, and the researcher

assume that PlayStation has an advantages on education system, especially on

learning English. PlayStation itself have many various kinds of game, for example

sports, daily live, adventures, business ruins, ect. Because of that, the researcher had

a notion of PlayStation which are able to increase the concentration level of brain. It

had been noticed that gamers adopt an attitude while playing PlayStation in such of

highly concentration; they do not realize that they are learning. And the similar

attitude of concentration could be adopted at school. This is the significant benefits

can be used by the teacher to delivering the material and the students will absorbed

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On last previous research conducted by Husniah (2003) ”The Correlation of

Video Games on Students’ Aggression Attitude Formations of SLTPN 3 Sidoarjo

Grade II” states that there was correlation between these two variables with

percentage of 10,7%.By using Product Moment formula, the results are r = 0,328 and

P = 0,003. It was explainable, when the students on highly intensity of playing video game, the raising of students’ interest on learning activity using video games will

increase so.

Second research conducted by Habibi (2009) “The Influence of PlayStation to

the Learning Achievement of Students’ MAN Jombang”. This research is focused on

the influence of PlayStation to the students’ learning achievement. On the result of

research using Product Moment formula, indicated that the influence of PlayStation

to the students’ learning achievement r = 38,2% based on the coefficient correlation

values 0.328.

The influence of PlayStation to the learning achievement has been proven.

Hence, the researcher is interested on researching about there is or no influences of

Playstationin children’s reading English learning achievement.

Technology is a potential solution for supporting English language

development in school settings. Many educators are using the technology advantages

to make them easier to delivering material information to the students. Because of

language learning is start so early when people were born, it is important to consider

some alternatives way to learn English, particularly in out of school setting.

Todays literacy is no longer viewed as grammar and structured of the

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reading, writing, viewing and speaking (Synder, 2001; Street, 2001; Cloonan, 2005).

Reading and writing, both of these words, especially reading, invoke some responses

from parents, educators and wider community. Many discussions are exist about how

is reading should be taught, and many controversies are arisen as to decided which

method are better to used for teaching reading.

Therefore, it is important to the children to learn literacy besides school

setting. Studies today has identified about building bridge between home and school.

There is no hesitancy that might be possible to used home environment as a learning

area. The educators are considering that the real world extends beyond the classroom.

The utilization of home area as education circle has the positivity effects. In

order to increase the children’s literacy, any technologies of out-school setting are

accepted. This may lead to one question whether new educational technologies are

present one possibility for delivering the academic needs of low-performing English

language learners, in out-school range. As we know the maximal learning

country and it is already became an international product, it is possible to have three

or more different languages which are display as game instructions. But

PlayStationhas made specification of the language; it is changed into English as a

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not realize that they already learn some new vocabularies and new sentences during

play the game. This is called "learning by doing" while playing video games while

fostering creative thinking. It is impossible to the players (children, in context) to

accomplish the game without they do not understand the game instructions, which is

appeared as English language form.

Westera states that, social commentators have created the terms of

“techno-optimist” and “techno-pessimist” to describe people’s perceptions of the

inclusion of digital technology in everyday life (2005). Many people judged that

PlayStation do not have any regulation to count in as educational technologies.

Based on people’s perception of PlayStation, this research is move on in order to find

out whether PlayStationhas effect to the children’s English language achievement or

not, particularly English reading skill.

1.2 Statementof Problems

Based on the background above, the writer formulates the problem as follows:

1. Is there any influence of PlayStation to the children’s English reading

achievement?

1.3 Hypothesis

Hi : PlayStationinfluenced the children’s English reading achievement.

Ho :PlayStationnot influencedthe children’s English reading achievement.

1.4 Purpose of Study

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1. To investigate whether PlayStation has effects to the children’s English reading

achievement.

2. As an application of knowledge which is gained during lectured process to the

developing cases on the society.

3. As a prerequisite to achieve Sarjana degree in English Education.

1.5 Significant of Study

The significant of study are described as follows:

1. To assisting parents, educators and society to know more and deeply understand

how far PlayStation’s positive-effects to the children’s English learning

achievement, particularly on reading skill.

2. To education’s development, as a material considering of the possibility of

PlayStation’s utilization as an alternative media to learn English.

1.6 Scope and Limitation

Scopes of the study are followed by PlayStation game and children’s English

learning achievement. On the other hand, the limitation of the study is only focused

on the English reading skill. Scope and limitation are written on purpose to decrease

broader discussion of the study.

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1. PlayStation : Kind of video-game console released by Sony Computer

Entertainment in December 1994. One of the game

technologies developments based on the computerization and

audio-visual features.

2. Reading skill : One of four aspects of language learning, which define as

act of look at or understand something written or printed.

3. Achievement : The result of learning process which is gain by students

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