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
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
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 SCHOLAЁṦED VITAE DISCIMUS; EṦ 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,
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,
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
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
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
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
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
BIBLIOGRAPHY
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What Are the Benefits of Children Playing Video Games? | eHow.com
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
4
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
6
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