THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING
TO LEARN DESCRIPTIVE WRITING
A Thesis Presented as a Partial Fulfillment of the Requirement to Obtain the Bachelor Degree in the English Linguistics Study Program
By:
Andreas Setiawan A.
13.80.0028
ENGLISH DEPARTMENT FACULTY OF LANGUAGE AND ARTS SOEGIJAPRANATA CATHOLIC UNIVERSITY
i LAMPIRAN KEPUTUSAN REKTOR UNIVERSITAS KATOLIK
SOEGIJAPRANATA
Nomor : 0047/SK.Rek/X/2013
Tanggal : 7 Oktober 2013
Tentang : PERNYATAAN KEASLIAN SKRIPSI/TUGAS AKHIR DAN
THESIS
...
PERNYATAAN KEASLIAN SKRIPSI/TUGAS AKHIR DAN THESIS
Dengan ini saya menyatakan bahwa dalam skripsi yang berjudul “THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING TO LEARN DESCRIPTIVE WRITING” ini tidak terdapat karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di Perguruan Tinggi, dan sepanjang
pengetahuan saya juga tidak terdapat karya atau pendapat yang pernah ditulis atau
diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan
disebutkan dalam daftar pustaka.
Apabila di kemudian hari ternyata terbukti bahwa skripsi ini sebagian atau
seluruhnya merupakan hasil plagiasi, maka saya rela untuk dibatalkan, dengan
segala akibat hukumnya sesuai peraturan yang berlaku pada Universitas Katolik
Soegijapranata dan/atau peraturan perundang-undangan yang berlaku.
Semarang, 06 November 2017
Andreas Setiawan
ii A THESIS ON
THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING TO LEARN DESCRIPTIVE WRITING
By:
Andreas Setiawan A.
Student Number: 13.80.0028
Approved by,
Dra. Cecilia Titiek Murniati, M.A., Ph.D October 24, 2017
Major Sponsor
Drs. Y.E. Budiyana, M.A October 24, 2017
iii A thesis defended in front of the Board of Examiners in October 24, 2017 and
declared acceptable
BOARD OF EXAMINERS
Chairperson : Dra. Cecilia Titiek Murniati, M.A., Ph.D . . .
Secretary : Drs. Y.E. Budiyana, M.A. . . .
Member : Antonius Suratno, Ph.D . . .
Semarang, October 24, 2017
Faculty of Language and Arts
Soegijapranata Catholic University
Dean,
Angelika Riyandari, Ph.D
iv ACKNOWLEDGEMENTS
First of all, I would like to praise and thank my Almighty God, Jesus
Christ for His mercy, blessing, and guidance along the process of writing this
thesis. The strength, patience, and resilience that He has given to me has made me
possible to finish this thesis well.
I would also like to give my biggest thanks and love to my beloved
family.My father, Agus Ruchiyat Akim; my aunts, Erni Akim and Erli Akim; my
uncles, Rahman Akim and Musa Akim; and my cousin, Veren Natalia; and
especially my grandmother, Tuti Gandaprijatna, who always pray for me and
support me to finish my thesis well.
Third, I would like to express my biggest gratitude to Dra. Cecilia Titiek
Murniati, Ph. D., as my major sponsor for her encouragement and support during
the process of my thesis writing. Similar gratitude goes to Drs. Y. E. Budiyana,
M.A. as well. His expertise and advice have helped me a lot in my thesis writing
progress. I deeply thank both of your time, patience, guidance, and
encouragement during the thesis writing process.
I would also like to thank my honorable Faculty of Language and Arts
lecturers, Pak Anton, Pak Retang, Bu Ike, Pak Adhy, Bu Eka, Bu Wur, Bu Ninik,
Miss Lingga, Bu Heni, and Bu Merry who have taught me important and precious
v and life during my college years. My thanks also go to Pak Udik, Bu Retno, and
Pak Agus as well who have helped me complete all of the necessary paperwork.
Next, my sincere thanks go to all of my friends and colleagues who have
supported me and made my life colorful. They are Yosua Christianto, Nita
Silviani, Alan Christian, Yosia, Andreas Setiabudi, and Christian Sulaeman,
Venesia C. Dewi, Narasoma AW, Daniel Sigit, Alexander PH, Hendrianto,
Vincent Andrew, Samuel Christianto, Lidia Kristina, Imelda AW, Bella Arti,
Michael Jonathan, Hendrikus Raka, Anna Violita, my family in Christ (Gereja
Mawar Sharon Tower of Victory’s Army of God, Semarang), my Student Get
Student family, and especially Ellsa Puspita, Florencia Devina, and Melina
Augustin who have struggled together with me to achieve our Bachelor Degree. I
love you all.
Last but not the least, I would like to thank the people who have
contributed and helped me in this thesis. Thank you for your supports, cares,
vi TABLE OF CONTENTS
THESIS APPROVAL ... ii
BOARD OF EXAMINERS ... iii
ACKNOWLEDGEMENTS ... iv
TABLE OF CONTENTS ... vi
ABSTRACT ... x
ABSTRAK ... xi
CHAPTER I ... 1
1.1 BACKGROUND OF THE STUDY ... 1
1.2 FIELD OF THE STUDY ... 3
1.3 SCOPE OF THE STUDY ... 3
1.4 PROBLEM FORMULATION ... 3
1.5 OBJECTIVES OF THE STUDY ... 4
1.6 SIGNIFICANCE OF THE STUDY ... 4
CHAPTER II ... 6
1.1 GAME ... 6
1.2 THE USE OF GAMES FOR LANGUAGE LEARNING ... 9
1.3 COLLABORATIVE LEARNING ... 10
1.4 COLLABORATIVE GAME-MAKING ... 11
vii
CHAPTER III ... 15
3.1 METHOD OF DATA COLLECTION ... 16
3.1.1 PARTICIPANTS ... 16
3.1.2 INSTRUMENT ... 16
3.1.3 RESEARCH PROCEDURE ... 18
3.2 METHOD OF DATA ANALYSIS ... 20
CHAPTER IV ... 22
4.1 BACKGROUND QUESTIONS ... 23
4.2 STATEMENTS ... 32
4.3 DATA CORRELATIONS ... 37
CHAPTER V ... 45
5.1 CONCLUSION ... 45
5.2 SUGGESTIONS ... 48
BIBLIOGRAPHY ... 50
viii LIST OF TABLES
Table 1. Gender ... 23
Table 2 Playing Frequency... 23
Table 3 Platform used for gaming ... 24
Table 4 Gaming skill ... 25
Table 5 Game type ... 26
Table 6 Numbers of players ... 26
Table 7 Creating game ... 27
Table 8 The students’ perception on game making for descriptive writing ... 28
Table 9 The students’ perception on game making for descriptive writing (highest to lowest mean) ... 29
Table 10 Gender ... 37
Table 11 Frequency ... 38
Table 12 Platform ... 39
Table 13 Skill ... 40
Table 14 Type ... 41
Table 15 Playing ... 42
ix LIST OF FIGURES
x ABSTRACT
In this modern era, one of the most interesting inventions in the field of entertainment is games. Not only could games relieve our stress from daily routines, boredom, etc., but they could also be used as a medium for learning. The purpose of this study is to discover the Faculty of Language and Arts students’ perceptions on the group-based game making to learn descriptive writing. The data were taken from 24 freshmen in batch 2016 of the Faculty of Language and Arts, Soegijapranata Catholic University. For data collection, the writer used a close-ended, Likert Scale questionnaire with four arranged options. The analysis method used in this study is quantitative method which uses a simple descriptive statistics analysis. Also, the writer would like to find out the correlations between
the students’ gender and gaming skill with their interest in creating a game for
xi ABSTRAK