Documente Academic
Documente Profesional
Documente Cultură
A Thesis by
Irfan
06121401005
A Thesis
By
Irfan
Std. Number: 06121401005
Approved by,
Advisor 1 Advisor 2
Certified by,
Head of Language and Arts Department Head of English Education Study Program
Dr. Didi Suhendi, S.Pd., M.Hum. Hariswan Putera Jaya, S.Pd., M.Pd.
NIP. 196910221994031001 NIP. 197408022002121003
This thesis was defended by the writer in the Final Program Examination and was approved
by the examination committee on:
Day : Thursday
Date : 23 June 2016
Motto:
“Effort is what decides the outcome.”
“Do well, Relax well.”
DECLARATION
I, undersigned,
Name : Irfan
Student’s Number : 06121401005
Study Program : English Education,
certify that the thesis entitled “Using RPG Video Games to Improve English Vocabulary
Achievement of the 8th Graders of SMP LTI IGM Palembang” is my own work and I did not
do any plagiarism or inappropriate quotation against the ethnic and rules commenced by the
Ministry of Education of Republic of Indonesia Number 17, 2010 regarding plagiarism in
higher education. Therefore, I deserve to face the court if I find to have plagiarized this work.
Irfan
ACKNOWLEDGEMENTS
Praise Allah SWT, the God and the Creator of everything in the entire universe. The
writer could finish this thesis because of His Blessing and Gift.
The writer would like to express his utmost gratitude to his advisors, Prof. Diemroh
Ihsan, M.A., Ph.D. and Dr. Ismail Petrus, M.A. who guided and advised him during the
process of writing this thesis. The writer also expresses his gratitude to all people who helped
him to finish the study especially class VIII B students of SMP LTI IGM who participated in
this study.
The writer is also very grateful to all the lecturers of Faculty of Education and Teacher
Training of Sriwijaya University, especially the lecturers of English Education Study Program
who taught him during his study.
Finally, the writer would like to thank his parents and family for the prayer, support,
and love that never stop.
Irfan
i
ABSTRACT
The objectives of this study were to find out: (1) whether or not there was any significant
improvement in students’ English vocabulary achievement after they were taught by using Role-
Playing Game (RPG) Video Games and (2) the students’ perceptions on using RPG video games in
learning English vocabulary. This study involved 20 eighth grade students. However, only 14 students
were taken as the sample for the vocabulary tests and 19 students as the sample for the preference
questionnaire due to the students’ absence during the vocabulary test and questionnaire administration.
To collect the data, the students were given 4 vocabulary tests consisting of a pre-test, two progress
tests, and a post-test, as well as a preference questionnaire which were analyzed by using paired
sample t-test and percentage procedure. The findings showed that: (1) there was a significant
improvement in the students’ vocabulary achievement between the pre-test and the post-test (p=0.000
< α=0.05) and (2) 95% of the students preferred using RPG video game to study English vocabulary.
In conclusion, RPG video game was effective and preferable to be used in teaching vocabulary for the
eighth grade students of SMP LTI IGM Palembang.
Keywords: teaching vocabulary, vocabulary achievement, games, video games, RPG video games
ii
TABLE OF CONTENTS
Page
ACKNOWLEDGEMENTS ...........................................................................................i
ABSTRACT ..................................................................................................................ii
TABLE OF CONTENTS .............................................................................................iii
LIST OF TABLES ........................................................................................................v
LIST OF FIGURES ......................................................................................................vi
LIST OF APPENDICES .............................................................................................vii
CHAPTER I INTRODUCTION
1.1 Background..............................................................................................................1
1.2 Research Questions .................................................................................................3
1.3 Research Objectives ................................................................................................3
1.4 Significance of the Study.........................................................................................4
iii
CHAPTER IV FINDINGS AND INTERPRETATION
4.1 Findings of the Study.............................................................................................24
4.2 Statistical Analyses................................................................................................29
4.3 Interpretation of the Study.....................................................................................32
REFERENCES ............................................................................................................36
iv
LIST OF TABLES
v
LIST OF FIGURES
vi
LIST OF APPENDICES
vii
CHAPTER I
INTRODUCTION
This chapter presents: (1) the background, (2) the research questions, (3) the research
objectives, and (4) the significance of the study.
1.1 Background
Video games are electronic, interactive games known for their vibrant colors, sound
effects, and complex graphics (Encyclopedia of Children’s Health, 2015). There are various
genres of video games, such as action, puzzle, and Role-Playing Game (RPG). RPG is the
video game in which the players are actively interacting in it. Such kind of games could
become one of the sources to acquire language skills. Cruz (2007) states that video games can
be used to improve language instruction.
Every language has vocabulary. Linse (2005) defines vocabulary as the collection of
words that an individual knows. In order to communicate well in a language, someone must
have vast amount of vocabulary in order to maintain good communication and avoid
misinterpretation. The amount of vocabulary of each language in this planet is for sure
uncountable. Global Language Monitor (2015) estimates that English possesses 1,030,475.3
words and new word is created every 98 minutes. This shows that any language has an
incredible amount of vocabulary and someone who wants to master a certain language must
know a large amount of the vocabulary, if not all.
Acquiring vocabulary is not an easy task for anyone. Hiebert and Kamil (2005) explain
that words represent complex and often have multiple meaning that must be understood in the
context in sentences and paragraphs. They further explain that learners are expected to
understand words in texts and acquire new words from the texts. However, there are some
difficulties which commonly occur during acquisition process. Deciding what words should
be taught and estimating the amount of vocabulary that can be acquired are some of the
reasons (Hiebert & Kamil, 2005). Moreover, vocabulary learning is often perceived as boring
by learners, especially for those who grew up in the digital age (Meihami, Meihami, &
Varmaghani, 2013). Channeling the digital era technology to create effective media to use in
vocabulary learning is a must and RPG video game contains dialogues that serve as the
interaction media, making the video game one of the possible sources to acquire new
vocabulary.
1
RPG makes the player assume a certain role where he/she will interact with other
characters in the game. Dialogues in the game serve as the key point where the player must
understand the hints in the dialogues to proceed. It is not rare to find unknown vocabulary
when playing RPG, which consequently causes the player to find out the respective word
meaning, whether by guessing from context or searching in dictionary.
RPG at first is a kind of tabletop game or even drama. In this kind of game, the player
assumes a certain role. In the drama version, the game is played without main characters as
everyone has a crucial role while the tabletop version the player assumes the role of
commander. However, in the video game version, the player assumes the role of the main
character, mostly the hero. The player will unfold the hero’s story to know the end of the
story.
A study done by the Kaiser Family Foundation and the Children’s Digital Media
Centers in the United States shows that the participants, which consisted of children between
zero to six years old spend more hours watching television and videos, using computers, and
playing video games (Rideout, Vandewater, & Wartella, 2003). This study has shown that due
to the impact of modernization, video games becomes somewhat a habit as it is exposed to
children very early and might possibly carried until the adult age.
Human is designed to learn unintentionally. During playing RPG video game, the player
must know the words to be able to continue the game. This kind of gaming is a kind of
unintentional learning or incidental learning. Incidental learning is unintentional or unplanned
learning which involves no deliberate intention to learn or to analyze language, an explanation
which might include implicit learning in the psychological sense (Kerka, 2000). It is clear
from the previous definition that psychological sense plays a role of learning. Video games
are for entertainment, so psychologically the player feels fun doing it and not realizing that
he/she is actually acquiring vocabulary from the video game. However, the fact that video
games can also give bad impacts to the players, which are mostly children and teenagers, must
be taken into account. A study by Moesono (1997) in Jakarta, Indonesia shows that 47.5% of
the players, consisting of Junior high school students, of home video game, in which RPG
video game was found, claimed that they did not have enough time to study because of the
video game. It can be implied from the research that they did not feel studying at all when
playing the video game and believe that video game is only for entertainment as well as a
waste of time. Here, questions arise. How exactly a video game, especially RPG can be
2
ensured as learning media and how to convince the player’s perception that video game
actually can be used for learning?
Cruz (2007) states that in ESL classroom, RPG video games are the most suitable as the
instrument. Similarly, RPG video games can also facilitate EFL student’s English learning
performance (Saffarian & Gorjian, 2012). RPG video games expose the player to the language
skills and integrate them in an interesting way that could ensure the students to immerse them
in the story. Due to vocabulary being a crucial part in the language skills, playing RPG video
games that integrate the language skills also expose the player to vocabulary. This study
analyzes how effective RPG video game can improve the vocabulary achievement of students
by experimenting and implementing the video game to the English language study.
SMP (Junior High School) LTI IGM was chosen as the place where this study took
place. The school’s vision to be Center of Science and mission to provide the learning facility
to help Transfer of Science and Technology process which fitted with the needs become the
reason why this school is picked up. Due to the vision and mission, this school supports using
technologies, in which RPG video game become a part of, as learning media that can be used
during instruction. Aside from that, SMP LTI IGM also applies bilingual class system. This
caused a problem in that the students were not able to follow the lessons due to lack of
vocabulary possessed. This was shown in the students’ pre-test result that there was only one
student achieved excellent score. This study intends to solve this problem by giving a new
interesting method to gain new English vocabulary of SMP LTI IGM students.
3
1. Whether or not there was any significant improvement in English vocabulary
achievement of the 8th graders of SMP LTI IGM Palembang after they were taught
by using RPG Video Games.
2. The students’ perceptions on using RPG video games in learning English
vocabulary.
4
CHAPTER II
LITERATURE REVIEW
This chapter presents: (1) RPG video games, (2) English vocabulary, (3) previous
related studies, and (4) the hypotheses of the study.
6
The use aspect of vocabulary focuses on how the word used in the language. This aspect
ensures that the vocabulary has grammatical patterns that dictate what form should it changes
in certain sentence and when the form can be used. Those three aspects are the aspects that
must be fulfilled to acquire a new vocabulary in a language.
When learning vocabulary, vocabulary is divided according to the major language skill
(Heaton, 1990). They are divided into listening vocabulary, reading vocabulary, speaking
vocabulary, and writing vocabulary. Those types of vocabulary can again be divided based on
the use and form. Based on the use, vocabulary is divided into passive and active vocabulary.
Passive vocabulary is vocabulary which is needed to comprehend the meaning behind the
word, while active vocabulary is vocabulary which is needed to express the language. Based
on the form, vocabulary is divided into spoken and written vocabulary. Spoken vocabulary is
vocabulary used during listening and speaking activities, while written vocabulary is
vocabulary used during reading and writing capabilities. The following table will show how
vocabulary types are divided from the theories above:
Table 1
Kinds of Vocabulary
Spoken Written
Passive Listening Reading
Active Speaking Writing
Adopted from Heaton (1990)
Vocabulary can also be divided according to the word tiers. Beck and colleagues (as
cited in National Center for Reading First Technical Assistance, 2008, p. 4) divide the tiers
into three types:
1. Tier One; which focus on basic and general vocabulary,
2. Tier Two; which focus on high frequency words that commonly appear in written
and spoken language,
3. Tier Three; which focus on low frequency words that only appear in specific-
themed written and spoken language.
This study followed the syllabus of the school which focuses on Tier Two vocabulary.
The vocabulary learned focuses on the high frequency words used in daily conversation such
as words for greetings, compliments, description, and etc.
7
Teaching vocabulary means that knowing the way to learn vocabulary is important to
ensure a good teaching strategy. Hatch and Brown (1995) (as cited in Cameron, 2001, p. 84)
states that there are five essential steps that must be fulfilled when learning vocabulary. Those
essential steps are:
1. having sources for encountering new words;
2. getting a clear image, whether visual or auditory or both, for the forms of the new
words;
3. learning the meaning of the words;
4. making a strong memory connection between the forms and meaning of the words;
5. using the words.
These steps are the outline in creating an effective strategy in teaching vocabulary. By giving
an interesting and contextual source to get the new word, the vocabulary gained by the
students’ will be not only the word form but also the meaning of the word, thus enabling the
word to be used.
Teaching vocabulary does not end after the teaching process. To ensure the vocabulary
is gained by the students, a test must be done. However, when testing vocabulary, choosing
the appropriate lexical items is not simple. Harris (1974) noted that decisions should be made
to be able to choose appropriate lexical items. Heaton (1990) states that the items can be
selected from the syllabus, students’ textbook, students’ reading material, or lexical errors
made by the students during free-writing activity.
Studies regarding vocabulary have been done many times with various methods. A
study by Karimi (2011) shows C-Test usefulness to students’ vocabulary. C-Test, a variation
of Cloze Test proposed by Klein-Braley, is a kind of test used to measure the overall language
proficiency. In Karimi’s study, he quoted Singleton and Little that C-Test is capable in
vocabulary research. This is supported by the form of the test, which is a vocabulary questions
that the words have some letters erased. The study results show that C-test constructed with
lexical characteristic measures indeed capable of vocabulary assessment though as Chapelle
(as cited in Karimi, 2011) states that the items in the C-Test suggested to be selected
systematically in order be able to interpret the C-Test results in terms of test-takers’
vocabulary size. Another study by Shakouri and Mehrgan (2012) showed another method
possible to teach vocabulary. In their research, the medium used is flash card, which each
subjects must understood about the word written there along with the examples provided on
8
the card. The result of this study shows that it is indeed not easy to increase students’
vocabulary, as there is no significant improvement in the method the researchers used.
To summarize, teaching vocabulary is not only about creating an effective strategy to
teach vocabulary but also creating an appropriate test which is suitable for the students. In
order to create an effective strategy, there are steps that must be fulfilled to ensure the
effectiveness of the strategy. As for the test, choosing the appropriate test items which is
suitable for the level of the students is a must where the items can be drawn either from the
syllabus provided or the media used in the teaching process.
9
proved that playing video game could be implemented as supplementary exercises because of
the relaxed, fun, and independent learning that could be done anytime.
The third study was entitled “CALL in the form of simulation games: Teaching English
vocabulary and pronunciation through Sims” by Meihami, Meihami, and Varmaghani (2013).
This study produced a satisfying result, as the game proved to increase not only the
vocabulary but also in pronunciation. The subjects consisted of 88 male mariner students with
age range 22 to 24 from Khoramshahr Navy University gained large knowledge of vocabulary
and pronunciation and the results showed that an aspect that might influence the most was the
fun part as the part of psychological aspect that increased the subjects’ motivation. The
motivation from the subjects themselves was what made the learning process more effective.
Two other major aspects that play a role were the modern technologies, which most younger
people likes and real simulation condition, which prepare someone for real world
communication capabilities.
The fourth study entitled, “Vocabulary treatment in adventure and role-playing games:
A playground for adaptation and adaptivity” was done by Cornillie, Jacques, De
Wannemacker, Paulussen, and Desmet (2011). The study showed that using video games
would probably only work on advanced learners, since a higher lexical analyzing ability is
needed in more commercial games. The study also showed that using small-scale experiment
beforehand could possibly produce more satisfactory results. Another note by this study was
that the subjects might need some help to better learn the vocabulary.
The studies shown before are similar with this present study. The studies discussed the
usage of video game to facilitate learning. Most of the studies showed satisfying results with
improvement on the subjects’ language skills. This present study aimed at showing satisfying
results on the students’ vocabulary skills as well. On the other hand, there are some
differences between this study and the previous studies. One of them is that this study uses
RPG video games as the media, while the previous studies use different genres of video
games. Another difference is that the subject of this study was 8th grade students, who were
still teenagers while the previous studies focused on late teens to adult learners. Meihami,
Meihami and Varmaghani (2013) states that using video game as learning media is useful and
fit to the modern young learner.
2.4 Hypotheses
This study had two hypotheses. The hypotheses were:
10
Ho: There was no significant improvement in English vocabulary achievement of the 8th
graders of SMP LTI IGM Palembang after they were taught by using RPG Video
Games.
Ha: There was a significant improvement in English vocabulary achievement of the 8th
graders of SMP LTI IGM Palembang after they were taught by using RPG Video
Games.
11
CHAPTER III
RESEARCH PROCEDURE
This chapter presents: (1) the research design, (2) the teaching procedure, (3) the
variables, (4) population and sample, (5) operational definitions, (6) the techniques for
collecting data, (7) validity and reliability of the instruments, and (8) the techniques for
analyzing the data.
The illustration shows the time-series research design concept of this study. Time-series
analysis is used when the observations was repeated to gather the data. In this design, the
experimental group was given the test in the beginning to serve as the baseline of the study in
which the next data were compared with. The treatment (X) was then given to the
experimental group, with the treatment divided into three periods consisted of five meetings
for the first treatment and five meetings for second and third treatment. Each treatment was
different due to the treatment following the video game progress. This means that a new
material was given each meeting according to the game progress. A progress test was given
after each period of treatment to get the progress of the study to compare with the baseline.
12
The progress tests were different with pre-test and post-test because the progress test
discusses the material of the treatment before the test and had fewer test items.
13
Table 2
Teaching Schedule
Sources Example of
Meeting Topic Time Class Activities
Vocabulary
1 Pre-Test
MMBN 5: 1. Video Game Year,
Vocabulary in
Team Colonel Introduction Offspring,
2 Context: MMBN 5: 1 x 80’
RPG Video 2. Checkpoint Scientist.
Team Colonel Part 1
Game Designation
MMBN 5: 1. Discussion Errand, Press,
Vocabulary in
Team Colonel 2. Exercise Show.
3 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 2
Game Designation
MMBN 5: 1. Discussion Save, Finish,
Vocabulary in
Team Colonel 2. Exercise Select.
4 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 3
Game Designation
MMBN 5: 1. Discussion Read, Get, Do.
Vocabulary in
Team Colonel 2. Exercise
5 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 4
Game Designation
MMBN 5: 1. Discussion Screen,
Vocabulary in
Team Colonel 2. Exercise Remember,
6 Context: MMBN 1 x 80’
RPG Video 3. Checkpoint Give.
Team Colonel Part 5
Game Designation
7 Progress Test 1
MMBN 5: 1. Discussion Sleep, Mail,
Vocabulary in
Team Colonel 2. Exercise Love.
8 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 6
Game Designation
Vocabulary in MMBN 5: 1. Discussion Kidnap, Show,
10 Context: MMBN 5: 1 x 80’ Team Colonel 2. Exercise Promise.
Team Colonel Part 7 RPG Video 3. Checkpoint
14
Game Designation
MMBN 5: 1. Discussion Forgive, Rest,
Vocabulary in
Team Colonel 2. Exercise Tell.
11 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 8
Game Designation
MMBN 5: 1. Discussion Event, Area,
Vocabulary in
Team Colonel 2. Exercise Safe.
12 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 9
Game Designation
13 Progress Test 2
MMBN 5: 1. Discussion Dark,
Vocabulary in
Team Colonel 2. Exercise Assemble,
14 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint Meet.
Team Colonel Part 10
Game Designation
MMBN 5: 1. Discussion Delete,
Vocabulary in
Team Colonel 2. Exercise Wonderful,
15 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint Mad.
Team Colonel Part 11
Game Designation
MMBN 5: 1. Discussion Invite, Swim,
Vocabulary in
Team Colonel 2. Exercise Clothes,
16 Context: MMBN 5: 1 x 80’
RPG Video 3. Checkpoint
Team Colonel Part 12
Game Designation
Vocabulary in MMBN 5: 1. Discussion Defense,
Context: MMBN 5: Team Colonel 2. Exercise Explain, Hope.
17 1 x 80’
Team Colonel RPG Video
Review Game
18 Post-Test
A simple self-made rubric originated from Nation’s theory of meaning, form, and use was
used to measure the level of understanding the students have. The preference questionnaire
was given after the treatments and tests.
15
3.3 Variables
According to Creswell (2012), variables are an attribute or characteristic of individuals
that researchers study. By explaining a relation among variables, the researchers are interested
in determining whether one or more variables might influence another variable. In this study,
there are two variables which are dependent variable and independent variable. Tuckman
(1978) explains that independent variable is the factor which is measured, manipulated, or
selected the experimenter to detemine its relationship to an observed phenomenon, while
dependent variable is the factor which is observed and measured to determine the effect of
independent variable. The dependent variable of this study was vocabulary achievement,
while the independent variable was RPG video games.
Table 3
Population of Study
No Class Male Female Total
1 8A 9 16 25
2 8B 8 12 20
3 8C 16 8 24
4 8D 16 6 22
Total 49 42 91
Source: SMP LTI IGM, academic year 2015/2016
17
video games give the opportunity to interact in the video game dialogues, RPG video games
are the one that believed can give more vocabulary than other video game genres. The game
used in this study was Megaman Battle Network (MMBN) 5: Team Colonel which has a
modern science-fiction setting. The game was chosen based on the school curriculum where a
lot of the words appearing in the game were to be learned by the students. The estimated
amount of the words in the video game is 38000 words and 40 words were taken into focus
for this study tests.
The game can be played using Laptop by using VBA application. The usage of laptop is
for convenience reasons which are to ensure the game progress can be seen by the teacher
every meeting and to make the students be able to play the game anywhere to ensure more
stable progress.
18
2. Matching synonym, where the students must match the words from the left box
with the synonym provided in the right box;
3. Letter rearrangement, where the students must rearrange the letters provided in a
sentence to create the appropriate word; and
4. Sentence making, where the students must use the word provided to make a
sentence.
Matching words and letter rearrangement were used to measure the students’ memory
and knowledge of the vocabulary, while sentence completion and sentence making were used
to measure the students’ understanding of the words in context. Both pre-test and post-test
consisted of 40 items with 10 item sentence completion, 10 items matching synonym, 10
items letter rearrangement, and 10 items sentence making, while the progress tests consisted
of 20 items with five items sentence completion, five items matching synonym, five items
letter rearrangement, and five items sentence making (See Appendix B). The pre-test and
post-test covered all the material in the treatment, while progress test 1 covered the material in
the first period treatment and progress test 2 covered the material in the first and second
period treatment.
19
are several methods of validity test. Content validity was used in this study to check the test or
questionnaire validity by testing the test items on non-sample students with similar levels.
Corrected item-Total Correlation was used to calculate the correlation between the test item
scores with the total scale score to find out the validity. The results of Corrected item-Total
Correlation were compared with r-Table Product Moment with significance level 0.05 two-
tailed. In this case, the r-table with N = 24 is 0.344. The calculation was done using SPSS 22.
The result of the calculation for the vocabulary test shows that there were 8 items which were
invalid. However, since the test items were reliable and did not affect the overall validity of
the test much, the items were not eliminated. On the other hand, the result of the calculation
for the preference questionnaire shows that there were four items (item 17, 18, 21, and 22)
which were invalid. As a result, the number of preference questionnaire’s items was reduced
to 21. The following tables will show the specifications of the test and questionnaire:
Table 4
Specifications of the Vocabulary Test
Objectives Indicators Type of Test Activity Items
The students are 1. The students
Sentence
able to know the 1-10 (Part I)
Completion
understand and form of the 1. Vocabulary in
20
Table 5
Specifications of Preference Questionnaire
Objectives Topic of Questions Items
To know the type of RPG the students RPG Video Game Preference 1-10
prefer
To know the students preference in Studying using RPG Video Game 11-18
studying with RPG Video Game Preference
To know the method the students prefer RPG Video Game Studying 19-21
when studying using RPG Video Game Method Preference
Reliability refers to the consistency of the test. Reliability means that scores from an
instrument are stable and consistent (Creswell, 2012). Tuckman (1978) states that a test that is
not reliable is not a good test regardless of its other characteristics. Due to this, assessing
reliability is needed. Cronbach’s Alpha was used to calculate the reliabilty of the test items
using SPSS 22 program with 0.70 as the standard value. The test is considered to be reliable if
the reliability value is higher than the standard value. The test and questionnaire was tested
on non-sample students taken from the population of study which has a similar performance
with the sample students. The non-sample students were chosen from the population to ensure
that the test result of the non-sample students would be similar to the sample students. The
result of the calculation shows that the vocabulary test’s reliability coefficient was 0.862
while the preference questionnaire’s reliability coefficient was 0.900. Both reliability
coefficients were higher than the standard value 0.70. It can be concluded that both the test
and questionnaire were reliable. The detail of the reliability calculation can be seen in
Appendix F.
21
Table 6
The Vocabulary Score Interval
Score Interval Category
86-100 Excellent
71-85 Good
56-70 Average
41-55 Poor
≤40 Fail
Source: Buku Pedoman FKIP Universitas Sriwijaya 2012/2013
The tests data gained were processed by using Paired Sample T-Test method. Paired
Sample T-Test is used to compare the test results of experimental group before and after the
treatment. The significance value (α) used in this study was 0.05 and the degree of freedom
was N-1. The data obtained were used to find the p-value in the t-distribution table. The p-
value obtained was used to determine whether the null hypothesis is accepted or rejected.
Progress tests function as the record to show the students’ progress during the treatment
which also calculated with the Paired Sample T-test method. The Paired Sample T-Test
calculation was calculated using SPSS 22.
The data from the questionnaire were processed by using percentage procedure to know
the preference of students regarding the method used during research. The calculation is as
follows:
The scores of the questionnaire ranged from 21 as the minimum score and 105 as the
maximum score. To classify the students’ preference on the method, the following score
interval was used.
22
Table 7
Questionnaire Score Interval
Score Interval Category
84-105 Highly Preferable
63-83 Preferable
42-62 Not Preferable
21-41 Highly Not Preferable
The data collected was also calculated using regression analysis. Regression analysis
was used to know in which vocabulary aspect RPG video game contributed the most to the
students’ vocabulary achievement. In this study, the vocabulary aspects were divided
according to the specification of the vocabulary test. The detail is as follow.
Table 8
Summary of Vocabulary Test Aspects
Vocabulary Aspect Number of Items Percentage
Form 10 25%
Meaning 10 25%
Use 20 50%
Total 40 100%
23
CHAPTER IV
FINDINGS AND INTERPRETATION
This chapter presents: (1) the findings (2) the statistical analyses, and (3) the
interpretation of the study.
Table 9
Descriptive Statistics of Vocabulary Tests (N=14)
N Minimum Maximum Mean Std. Deviation
Statistic Statistic Statistic Statistic Std. Error Statistic
Pre_test 14 20.00 92.50 62.8571 5.20102 19.46044
Progress_1 14 80.00 100.00 95.3571 1.52491 5.70569
Progress_2 14 55.00 100.00 86.7857 2.80341 10.48940
Post_test 14 53.00 100.00 86.8571 3.18799 11.92836
Valid N (listwise) 14
Table 10
The Distribution of Students’ Vocabulary Tests Scores (N=14)
Score Pre-test Progress Test 1 Progress Test 2 Post-test
Category
Interval N % N % N % N %
86-100 Excellent 1 7.10% 13 92.90% 8 57.20% 9 64.30%
24
56-70 Average 6 42.90% - 0% 0 0% 0 0%
The pre-test data showed that there were 2 students (14.3%) in fail category, 2 students
(14.3%) in poor category, 6 students (42.9%) in average category, 3 students (21.4%) in good
category, and 1 student (7.1%) in excellent category.
Progress test 1 data showed that there were no students in fail, poor, and average
category, 1 student (7.1%) in good category, and 13 students (92.9%) in excellent category.
Progress test 2 data showed that there were no student in fail category, 1 student (7.1%)
in poor category, no students in average category, 5 students (35.7%) in good category, and 8
students (57.1%) in excellent category.
The post-test data showed that there were no student in fail category, 1 student (7.1%) in
poor category, no students in average category, 4 students (28.6%) in good category, and 9
students (64.3%) in excellent category.
From the data acquired from the pre-test of the experimental group, the lowest score was
20 while the highest score was 92.5. The mean of pre-test was 62.86. In progress test 1, the
lowest score was 80 and the highest score was 100, which was better compared to the pre-test.
In progress test 2, the lowest score was 55 and the highest was 100, which was better
compared to the pre-test but worse than progress test 1 where the lowest score was 80.
Compared to the pre-test, the scores of the post-test of the students increased. The
lowest score was 53 while the highest was 100 and the mean was 82.86
25
Table 11
Percentage of Questionnaire
26
Saya menyukai bila video game
12 digunakan dalam pembelajaran 21.1% 26.3% 42.1% 5.3% 5.3%
Bahasa Inggris
Video game efektif digunakan dalam
13 36.8% 26.3% 31.6% 0% 5.3%
pembelajaran Bahasa Inggris
Saya mendapatkan banyak kata baru
14 dalam Bahasa Inggris dari video 57.9% 26.3% 10.5% 0% 5.3%
game
Kata-kata yang ada dalam video
15 game repetitif/berulang-ulang 36.8% 42.1% 21.1% 0% 0%
sehingga mudah dipahami
Saya memahami kata yang ada
16 dalam video game melalui 26.3% 42.1% 21.1% 10.5% 0%
konteksnya
Saya membaca setiap kalimat yang
17 ada dalam video game dengan 15.8% 26.3% 47.4% 5.3% 5.3%
seksama
Saya bisa memahami dengan baik
18 maksud dari petunjuk-petunjuk yang 42.1% 26.3% 31.6% 0% 0%
diberikan dalam video game
Kalimat-kalimat dalam video game
19 mudah dipahami karena 42.1% 26.3% 31.6% 0% 0%
menggunakan kata-kata yang umum
Kalimat-kalimat dalam video game
mudah dipahami karena
20 52.6% 26.3% 21.1% 0% 0%
menggunakan grammar/tata bahasa
yang tepat
Kalimat-kalimat dalam video game
21 menggunakan istilah-istilah dalam 15.8% 57.9% 26.3% 0% 0%
Bahasa Inggris yang umum
27
Figure 3: Chart of percentage procedure summary
The results of the percentage procedure calculation showed that 35% of the students
strongly agreed with the method, 35% of the students agreed with the method, 25% of the
students partially agreed with the method, 2% of the students disagreed with the method, and
3% of the students strongly disagreed with the method. According to the chart, the result
showed that 95% of the students preferred using the method during treatment, which is using
RPG video game to study English vocabulary.
Table 12
The Distribution of Students’ Preference Questionnaire Scores (N=19)
Score Interval Category N Percentage
84-105 Highly Preferable 10 52.6%
63-83 Preferable 9 47.4%
42-62 Not Preferable 0 0%
21-41 Highly Not Preferable 0 0%
Total 19 100%
The distribution table showed that 10 (52.4%) of the students highly preferred studying
English vocabulary using RPG video game, 9 (47.6%) of the students preferred studying
English vocabulary using RPG video game, and no students thought that studying English
vocabulary using RPG video game was not preferable and highly not preferable.
28
4.2 Statistical Analyses
The statistical analyses include (1) the results paired sample T-test of vocabulary tests
and (2) the results of regression analysis.
Table 13
Paired Samples Statistics of Vocabulary Tests
Std.
Std.
Mean N Error
Deviation
Mean
Post_test 86.8571 14 11.92836 3.18799
Pair 1
Pre_test 62.8571 14 19.46044 5.20102
Progress_1 95.3571 14 5.70569 1.52491
Pair 2
Pre_test 62.8571 14 19.46044 5.20102
Progress_2 86.7857 14 10.4894 2.80341
Pair 3
Progress_1 95.3571 14 5.70569 1.52491
Post_test 86.8571 14 11.92836 3.18799
Pair 4
Progress_2 86.7857 14 10.4894 2.80341
Based on Table 13, the mean of pre-test was 62.86, the standard deviation was 19.46,
and the standard error was 5.20. As for progress test 1, the mean was 95.36, the standard
deviation was 5.71, and the standard error was 1.52. Progress test 2’s mean was 86.79, the
standard deviation was 10.49, and the standard error was 2.80. Meanwhile the mean of post-
test was 86.86, standard deviation was 11.93, and standard error was 3.19.
29
Table 14
The Summary of Statistical Analysis on the Vocabulary Tests Using
Paired Sample T-Test
Paired Differences
95% Confidence Interval Sig. (1-
Std. Std. Error t df
Mean of the Difference tailed)
Deviation Mean
Lower Upper
Post_test -
24 12.3 3.29 16.9 31.10 7.301 13 .000
Pre_test
Progress_1 -
32.5 16.35 4.37 23.06 41.94 7.438 13 .000
Pre_test
Progress_2 -
-8.57 7.7 2.06 -13.02 -4.12 -4.163 13 .000
Progress_1
Post_test -
.071 7.96 2.13 -4.52 4.67 .034 13 .487
Progress_2
Table 14 shows the result of paired sample difference in mean between pre-test and
post-test. The result shows that the mean difference was 24 with standard deviation 12.3 and
standard error 3.29. The t-obtained 7.301 was higher than t-table 1.771 in one-tailed testing
and the p-value 0.000 was smaller than the significance value α 0.05, so the null hypothesis
(Ho) was rejected and the research hypothesis (Ha) was accepted. It means that there was a
significant improvement in the students’ vocabulary achievement between the pre-test and the
post-test.
Aside from the result of pre-test and post-test, Table 13 also shows the results of paired
sample difference in mean between each vocabulary test. Between the pre-test and progress
test 1, the mean difference was 32.5 with standard deviation 16.35 and standard error 4.37.
The t-obtained 7.438 was higher than t-table 1.771 in one-tailed testing and p-value 0.000 was
smaller than the significance value α 0.05. This means that there was a significant
improvement in the students’ vocabulary after the first treatment period. Between the progress
test 1 and progress test 2, the mean difference was 8.57 with standard deviation 7.96 and
standard error 2.13. The t-obtained 4.163 was higher than t-table 1.771 in one-tailed testing
and p-value 0.000 was smaller than the significance value α 0.05. However, the calculation
result was in negative point. This means that there was a reduction in the students’ vocabulary
achievement between the first and second treatment period. Between the progress test 2 and
post-test, the mean difference was 0.071 with standard deviation 7.96 and standard error 2.13.
30
The t-obtained 0.034 was lower than t-table 1.771 in one-tailed testing and p-value 0.487 was
higher than the significance value α 0.05. This means that there was no significant
improvement in the students’ vocabulary achievement between the second and third treatment
period.
Table 15
Result of Regression Analysis
Model Summary of Form
Table 15 shows the result of regression analysis. The R2 for each aspect were 0.077 for
form aspect, 0.341 for meaning aspect, and 0.009 for use aspect. This means that RPG video
games contribute 7.7% of form aspect, 34.1% of meaning aspect, and 0.9% of use aspect. It
can be concluded that from the three aspects, RPG video games contributed the most to the
meaning aspect of vocabulary.
31
4.3 Interpretation
There are several methods to teach English vocabulary. However, what matter the most
is that the students are willing to study and gain new vocabulary. As stated by Meihami,
Meihami, and Varmaghani (2013), vocabulary learning is considered boring by learners who
grew up in digital age. In order to ensure that the students keep gaining new vocabulary as
well as to ensure that they are not bored, using digital media is a must. One of the digital
media that can be used to increase vocabulary is video games, specifically RPG video games.
The writer found out that the method used in this study, which was using RPG video game to
increase the students’ vocabulary achievement, was effective for Class B eighth grade
students in SMP LTI IGM Palembang. There is a reason why RPG video games can improve
the students’ vocabulary achievement. Kerka (2000) stated that incidental learning is
unintentional or unplanned learning which involves no deliberate intention to learn or to
analyze language, an explanation which might include implicit learning in the psychological
sense. Video games are for entertainment, so psychologically the player feels fun doing it and
not realizing that he/she is actually learning when playing a video game. RPG video games
are one of video game genres that use words as the crucial part in order for the game to be
played. This means that the player, which was motivated to finish the RPG video game,
would acquire new words unconsciously while enjoying and trying to finish the video game.
This was proven by the result of the vocabulary tests and the result of questionnaire. The
comparison between the pre-test and post-test showed a significant improvement in the scores
while the preference questionnaire showed that the students liked the method used during the
treatment. However, the writer also found out that the students needed help from both the
teacher and dictionary in order to understand the new vocabulary from the game. Moreover,
the tendencies of clicking persisted and thus the students missed several words which are
supposed to be discussed in the following meeting. The genre of the RPG video game must
also be taken into consideration, since the students preferred the game with active action
where the player actively involved in fast gameplay rather than turn-based action where the
player and the computer take turn for action.
Based on the findings of the study, some interpretations were drawn. The findings show
that (1) there was a significant improvement in English vocabulary achievement of the 8th
graders of SMP LTI IGM Palembang after they were taught by using RPG Video Games and
(2) the students’ perceptions on using RPG video games in learning English vocabulary were
positive.
32
The first finding showed the results of Paired Sample T-Test between the four
vocabulary tests. The result showed that there was significant improvement in students’
English vocabulary achievement after they were taught using RPG video game. The result
was as expected by the writer since according to Cruz (2007) video games can be used to
improve language instruction. Another reason as to why the result was satisfactory is because
Cornillie, Jacques, De Wannemacker, Paulussen, and Desmet’s (2011) explains that using
video game as a teaching media will produce more satisfying and accurate result in a small
scale experiment. The results of each test serve as the proof that the students improved their
vocabulary achievement. Before the treatment, the result of the pre-test showed that there was
only one student fall into the excellent category. This signifies that the students still lack in
English vocabulary. After the first treatment, the students gained better scores in the progress
test 1 where this become the proof that the students understood and absorbed the vocabulary
given through the video game. The results of the progress test 2 and post-test also showed that
the students gained the vocabulary introduced in the video game and understood the use of the
words in sentences where the students achieved good scores. However, compared to the
scores in both progress tests, the students’ scores lowered in the post-test. This might be due
to the progress tests having less test items as well as having more preparation since the
vocabulary they acquired was still fresh in their memory compared to the post-test where the
students’ must recall all the vocabulary from the beginning of the treatment until the end of
the treatment.
The second finding showed the results of percentage procedure of preference
questionnaire. The result showed that 95% of the students preferred using RPG video game to
study English vocabulary. It means that the students considered that studying English
vocabulary using RPG video games was preferable. This result was expected since during the
treatment, the students enjoyed playing the game while at the same time they managed to take
notes on the new words encountered while playing to be discussed later. On the other hand,
some students forgot to take notes on the new words encountered due to enjoying the video
game too much. This resulted in less vocabulary acquired by some students compared to other
students who took notes while playing. Aside from that, RPG video games contributed to the
students mostly only on the meaning aspect. This can be seen in the result of the students’
post-test where the students scored higher in the questions regarding the meaning of the word.
This is due to that during the treatment; the discussion focused more on the meaning of the
word rather than the use in a sentence and the form of the word.
33
CHAPTER V
CONCLUSIONS AND SUGGESTIONS
This chapter presents: (1) the conclusions of the study and (2) the suggestions of the
study.
5.1 Conclusions
Based on the research findings and interpretation, the writer concluded:
1. There was a significant improvement of students’ English vocabulary
achievement after the treatment using RPG Video Game. It can be concluded
that RPG Video Game influenced vocabulary achievement positively. This is
proven in the results of students’ vocabulary tests where the scores get better.
Therefore, this conclusion answered the first research question of this research,
which was “Was there any significant improvement in English vocabulary
achievement of the 8th graders of SMP LTI IGM Palembang after they were
taught by using RPG Video Games?”
2. RPG Video Game which served as the method of treatment was favored by the
students and their perception on the using the method to study English
vocabulary was highly preferred. This conclusion answered the second research
question of this research, which was “What were the students’ perceptions on
using RPG video games to learn English vocabulary?”
5.2 Suggestions
Based on the findings and interpretation and conclusions, to achieve better results in
using RPG Video Game as method to study English vocabulary the writer offers the following
suggestions:
1. The teacher must explain and provide example sentences of the new vocabulary
found from the game to ensure that the students understand the words correctly and
how to use the words. The use of dictionary is also needed to help to understand the
new words more easily.
2. The treatment by playing video game will produce more favorable results if the
students play the game in class rather than in home to avoid the clicking tendencies
as well as to monitor the progress of the students.
34
3. The preferred RPG Video Game used as teaching media from 8th grade students is
an active action video game where the students play actively.
35
References
Bakar, N. A., & Nosratirad, E. (2013). Sustaining vocabulary acquisition through computer
game: A case study. Asian Social Science, 9(5), 235-242.
Cornillie, F., Jacques, I., De Wannemacker, S., Paulussen, H., & Desmet, P. (2011).
Vocabulary treatment in adventure and role-playing games: A playground for
adaptation and adaptivity. Itec – Interdisciplinary Research on Technology,
Education, and Communication, 1-17.
Cruz, J. Q. (2007). Video games and the ESL classroom. The internet TEST Journal, 13(3).
Retrieved April 29, 2015, from http://iteslj.org/Articles/Quijano-VideoGames.html
Encyclopedia of Children’s Health. (2015). Video Games. Retrieved October 22, 2015, from
http://www.healthofchildren.com/U-Z/Video-Games.html#ixzz3pFiiCzmz
Ghanbaran, S., & Ketabi, S. (2014). Multimedia games and vocabulary learning. Theory and
Practice in Language Studies, 4(3), 489-496.
Global Language Monitor. (2015). No. of words. Retrieved October 18, 2015, from
http://www.languagemonitor.com/global-english/no-of-words/
Griffiths, M. (2002). The educational benefits of video games. Education and Health, 20(3),
47-51.
Harris, D. P. (1974). Testing English as a Second Language. Bombay, New Delhi: Tata
McGraw-Hill Publishing Company Ltd.
Heaton, J. B. (1990). Writing English Language Tests: New Edition. New York, NY:
Longman, Inc.
Hiebert, E. H., & Kamil, M. L. (2005). Teaching and Learning Vocabulary: Bringing
Research to Practice. Mahwah, NJ: Lawrence Erlbaum Associates, Inc., Publishers
Istijanto. (2009). Aplikasi Praktis Riset Pemasaran: Cara Praktis Meneliti Konsumen dan
Pesaing. Jakarta, Jawa Barat: PT Gramedia Pustaka Utama.
Karimi, N. (2011). C-test and vocabulary knowledge. Language Testing in Asia, 1(4), 7-38.
36
Kerka, S. (2000). Incidental Learning: Trends and Issues Alert (No. 18). New York, NY:
Peter Lang.
Linse, C. T. (2005). Practical English Language Teaching: Young Learners. New York, NY:
McGraw-Hill Companies.
Meihami, H., Meihami, B., & Varmaghani, Z. (2013). CALL in the form of simulation games:
Teaching English vocabulary and pronunciation through Sims. International Letters of
Social and Humanistic Sciences, 8, 57-65.
Moesono, A. (1997). Manfaat dan Mudarat Video Game Bagi Anak dan Remaja. Jakarta:
Departemen Pendidikan dan Kebudayaan.
Nation, P. (2005). Teaching Vocabulary. Asian EFL Journal. Retrieved April 29, 2015, from
www.asian-efl-journal.com/sept_05_pn.pdf
National Center for Reading First Technical Assistance. (2008). Effective Vocabulary
Instruction. Austin, TX: University of Texas.
Rideout, V. J., Vandewater, E. A., & Wartella, E. A. (2003). Zero to six: Electronic media in
the lives of infants, toddlers and preschoolers, 1-37.
Saffarian, R., & Gorjian, B. (2012). Effect of computer-based video games for vocabulary
acquisition among young children: An experimental study. Journal of Comparative
Literature and Culture (JCLC), 1(3), 44-48.
Shakouri, N., & Mehrgan, K. (2012). The impact of using flash cards on promoting university
students’ knowledge of vocabulary. Advances in English Linguistics, 1(2), 47-55.
Whittaker, S. (2013). Educational use of video games in the ESL classroom. UAE Journal of
Educational Technology and Learning, 6-15.
37
APPENDIX A
A. Goal
The students are able to understand and use the words gained according to the social function
and the contextual function.
B. Objectives
1. The students identify the form of the vocabulary gained.
2. The students identify the synonym of the vocabulary gained.
3. The students create sentences using the vocabulary gained.
C. Indicator
1. The students identify the form of the vocabulary correctly.
2. The students identify the synonym of the vocabulary correctly.
3. The students create sentences using the vocabulary gained correctly.
D. Material
1. Social Function: The students are able to use the vocabulary written and orally.
2. Language Skill: Vocabulary, speaking, writing, reading
E. Method
1. Scientific approach
2. English through Video Games
3. Discussion
Note: For the sake of the school. The teacher asked the researcher to add “pronunciation”
category while administering the research.
APPENDIX A
F. Steps
Pre- Greeting. 10
Giving Motivation. minutes
Material introduction.
Main Observing: 60
Students show their progress in the video game they minutes
have played for one week.
Students shows the difficult points in the game.
Questioning:
The students question about the new vocabulary they
have found and discuss it together.
Collecting Information:
The students try to use the words in different context by
giving examples.
Associating:
The students do the exercise to strengthen the vocabulary
they got in their memory.
Communicating:
The students discuss the exercise answers together.
Note: For the sake of the school. The teacher asked the researcher to add “pronunciation”
category while administering the research.
APPENDIX A
G. Media
1. Textbook
2. English Dictionary
3. RPG Video Game Megaman Battle Network 5: Team Colonel
H. Scoring
The students exercise are scored normally according to the answer, whether it is right or
wrong. As for the vocabulary discussion and sentence writing exercise the scoring would be
in this table:
Note: For the sake of the school. The teacher asked the researcher to add “pronunciation”
category while administering the research.
APPENDIX B
Vocabulary Tests
1. Pretest – Posttest
I. Complete the sentences below with the expression in the box.
Scientist Excellent Invite Mail Meet During
Dark Send Message Our We When
1. I will ______ the clothes to you by a delivery service.
2. Have you got any ________ from Tina? I have not heard anything from her since she
moved to German.
3. If you want to send a ______, you have to go to a post office.
4. This room is ______. Turn on the lamp please.
5. This is _______ classroom. It is right next to your class.
6. The _________ have made a very modern robot.
7. You cannot open the book ______ test.
8. Did Dio ______ you to his birthday party?
9. We will ______ in front of the train station tomorrow at 10 o’clock.
10. You got a 100 in English test, Joseph. _______!
II. Match the words in the left bracket with the synonym in the right bracket.
1. Offspring a. Task
2. Delete b. Great
3. Errand c. Erase
4. Wonderful d. Captured
5. Kidnapped e. Children
6. Seek f. See
7. Few g. Area
8. Assemble h. Angry
9. Space i. Some
10. Mad j. Find
k. Gather
III. Rearrange the jumbled letter in the bracket into a suitable word and put the word
into the sentence.
1. Robert‘s birthday is always celebrated every ______. (r-a-y-e)
2. Johnny does not _____ in his bedroom last night. (e-l-e-p-s)
3. Do you ______ an eraser? (v-a-h-e)
4. ______ me your test result. I want to look at your score. (w-s-o-h)
5. Do not ______ the cook button before you close the oven. (r-e-s-p-s)
6. Your ______ are dirty. Put them into the washing machine! (l-e-t-c-s-h-o)
7. This is my ______. All of my stuffs are here. (m-o-r-o)
8. I ________ I will buy the souvenirs for you. I will not forget. (r-e-s-o-m-p-i)
9. We are going to _____ in the pool today. (m-s-i-w)
10. If you feel tired, get some _____. (s-t-e-r)
APPENDIX B
2. Progress Test 1
I. Complete the sentences below with the expression in the box.
Scientists Their Give Heard Send They
1. Could you _______ this souvenirs to our neighbor?
2. I ______ from Abdul that you were sick for a week.
3. They are the smart _________.
4. ______ house is big .
5. If you want to _____ a mail, you have to go to a post office.
II. Match the words in the left bracket with the synonym in the right bracket.
1. Select (Verb) a. Complete
2. Nice (Adj) b. Like
3. Love (Verb) c. Harmless
4. Save (Verb) d. Good
5. Finish (Verb) e. Keep
f. Choose
III. Rearrange the jumbled letter in the bracket into a suitable word and put the word
into the sentence.
1. I did not __________ that today we have a test (m-e-e-r-b-e-r-m)
2. She ______ in her parent’s room. (p-l-e-s-s-e)
3. Did you ______ to the party last Saturday? (e-m-c-o)
4. He _______ his guitar skill. (s-w-o-s-h)
5. ______ the power button to turn on the computer. (s-p-e-r-s)
3. Progress Test 2
I. Complete the sentences below with the expression in the box.
Invite Our Meet Excellent Send We
1. You did ________ in your test. Good Job!
2. I will _______ that letter.
3. I will ______ Johan to come to my birthday party.
4. Mr. Irfan ask you to ______ him in the office.
5. ______ must do something together to help Baryl.
II. Match the words in the left bracket with the synonym in the right bracket.
1. Harm (Verb) a. Capture
2. Nice (Adj) b. Space
3. Begin (Verb) c. Hurt
4. Kidnap (Verb) d. Get
5. Area (Verb) e. Start
f. Good
III. Rearrange the jumbled letter in the bracket into a suitable word and put the word
into the sentence.
1. This ______, I will do better (r-y-e-a)
2. My phone’s ______ is broken after it dropped. (c-r-e-s-e-n)
3. This city is ______ from crimes. (f-a-s-e)
4. I __________ I will study seriously. (m-e-r-p-o-s-i)
5. My father ______ in his room. (t-s-e-r-s)
IV. Create a sentence using the word provided according to the tenses.
1. Talk (Verb 1):
2. Telling (Verb –ing):
3. Explained (Verb 2):
4. Event (Noun):
5. Defense (Noun):
APPENDIX C
Preference Questionnaire
Nama: Tanggal:
Kelas:
Pilihlah jawaban dari pernyataan yang menurut anda sesuai dengan diri
anda
dengan cara memberikan tanda silang (x) pada kotak yang tersedia
Keterangan:
SS=Sangat Setuju, S=Setuju, KS=Kurang Setuju, TS=Tidak Setuju, STS=Sangat Tidak Setuju
Std
1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 37
_17
Std
1 0 0 1 0 1 0 0 1 1 1 1 0 1 0 1 1 0 1 1 1 1 1 1 0 1 1 1 1 1 0 1 1 1 0 0 1 0 0 0 25
_18
Std
1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 37
_19
Std
1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 1 1 1 1 1 1 1 1 0 1 0 1 0 0 1 1 1 1 1 1 0 0 0 31
_20
Std
1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 36
_21
Std
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 39
_22
Std
1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 0 0 1 34
_23
Std
1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 37
_24
Validity and Reliability
Warnings
Each of the following component variables has zero variance and is removed from the
scale: q1, q9, q21, q23, q29, q34, q37
The determinant of the covariance matrix is zero or approximately zero. Statistics based on
its inverse matrix cannot be computed and they are displayed as system missing values.
N %
Total 24 100.0
Reliability Statistics
Cronbach's
Alpha Based on
Cronbach's Standardized
Alpha Items N of Items
.862 .876 33
Item-Total Statistics
N %
Total 24 100.0
Reliability Statistics
Cronbach's
Alpha Based on
Cronbach's Standardized
Alpha Items N of Items
.874 .885 25
Item-Total Statistics
N %
Total 24 100.0
Reliability Statistics
Cronbach's
Alpha Based on
Cronbach's Standardized
Alpha Items N of Items
.862 .876 33
Item-Total Statistics
N %
Total 24 100.0
Reliability Statistics
Cronbach's
Alpha Based on
Cronbach's Standardized
Alpha Items N of Items
.900 .906 21
Item-Total Statistics
Pretest
Sentence Completion Matching Synonym Letter Rearrangement Sentence Making Tot
Conver
al
Std ted
1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 4
Sco Score
1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 re
Std_1 1 1 1 1 0 1 1 1 1 1 0 1 0 1 1 1 0 0 1 1 0 1 1 0 1 1 0 1 1 1 0 0 1 1 0 0 1 0 0 0 25 62.5
Std_2 1 1 1 1 0 0 0 1 0 0 0 1 0 1 1 1 0 0 1 1 1 1 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 18 45
Std_3 1 1 1 1 0 0 1 1 0 0 0 1 0 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 0 0 1 1 0 0 0 1 0 0 0 22 55
Std_4 1 1 1 1 1 0 0 1 1 1 0 1 0 1 0 0 0 0 0 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 0 1 0 28 70
Std_5 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 0 0 1 1 1 0 1 1 0 1 1 0 1 0 0 0 0 0 0 0 0 0 0 0 23 57.5
Std_6 1 0 0 1 1 0 1 1 0 1 0 1 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 26 65
Std_7 0 1 1 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 1 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 8 20
Std_8 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 0 0 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 1 1 0 0 0 31 77.5
Std_9 0 0 0 1 0 0 0 1 0 1 0 1 0 0 0 0 0 0 0 0 1 1 1 1 0 0 1 0 1 1 0 1 1 1 0 0 0 0 0 0 14 35
Std_10 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 0 0 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 1 1 0 1 0 32 80
Std_11 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 0 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 33 82.5
Std_12 1 0 0 1 0 1 1 0 0 1 0 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 27 67.5
Std_13 1 0 0 1 0 0 1 1 1 1 0 1 0 0 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 0 1 1 0 0 1 28 70
Std_14 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 37 92.5
APPENDIX I
Posttest
Sentence Completion Matching Synonym Letter Rearrangement Sentence Making Tot
Conv
al
Std erted
1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 4
Sco Score
1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 re
Std_1 36 90
1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 1 0 1 1 1 1
Std_2 37 92.5
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 0 1 1 1
Std_3 36 90
1 1 1 0 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 1 1 1 1 1
Std_4 33 82.5
1 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 1 1 1 1 1 1 1 0 0 0
Std_5 33 82.5
1 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 0 0
Std_6 1 1 1 0 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 37 92.5
Std_7 1 1 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 1 0 1 1 0 0 0 1 1 1 1 0 0 1 1 1 0 1 1 0 1 1 21 52.5
Std_8 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 0 1 0 1 0 34 85
Std_9 1 1 1 1 1 1 0 1 1 0 0 0 0 1 0 1 0 0 1 0 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 0 1 1 29 72.5
Std_10 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 1 0 36 90
Std_11 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 39 97.5
Std_12 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 1 1 38 95
Std_13 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 0 1 1 36 90
Std_14 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 40 100
APPENDIX I
Progress Test 1
Sentence Matching Letter
Sentence Making Total Converted
Students Completion Synonym Rearrangement
Score Score
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Std_1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 19 95
Std_2 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 19 95
Std_3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
Std_4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 19 95
Std_5 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 18 90
Std_6 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
Std_7 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 1 1 1 0 0 16 80
Std_8 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
Std_9 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 19 95
Std_10 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
Std_11 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 19 95
Std_12 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
Std_13 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 0 1 1 18 90
Std_14 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
APPENDIX I
Progress Test 2
Sentence Matching Letter
Sentence Making Total Converted
Students Completion Synonym Rearrangement
Score Score
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Std_1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 18 90
Std_2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 17 85
Std_3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 17 85
Std_4 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 18 90
Std_5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 19 95
Std_6 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 17 85
Std_7 0 0 0 0 1 1 1 1 1 1 1 0 1 0 0 1 0 1 1 0 11 55
Std_8 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 18 90
Std_9 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 18 90
Std_10 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 0 17 85
Std_11 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 19 95
Std_12 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 18 90
Std_13 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 1 0 16 80
Std_14 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 20 100
APPENDIX J
Question Items
No. Students Total Score
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
1 Ahmad Apriyadi 4 5 5 4 5 3 1 4 2 2 4 1 1 3 4 2 2 5 3 3 4 67
2 Alryadi Saputra 5 4 4 5 5 5 3 5 4 4 4 3 3 5 3 5 4 5 3 5 4 88
3 Anjas Abdillah 5 5 5 3 5 5 5 5 5 5 3 3 3 5 5 3 3 5 5 5 3 91
4 Chicky Nabilah M. 3 3 4 5 5 3 4 5 3 3 4 4 4 5 4 4 3 4 3 3 4 80
5 Davienna Putri Z. 3 5 5 5 5 5 4 5 4 5 3 5 5 5 4 5 5 4 5 5 5 97
6 Echa Rizka Adelia 4 5 5 3 4 3 4 5 3 3 4 3 3 4 5 4 3 5 5 5 3 83
7 Fathia Salsabila 5 4 4 4 5 4 4 4 4 4 1 5 5 5 5 4 5 5 5 5 4 91
8 Latifah Liwanti 3 4 4 3 5 4 4 3 4 4 4 3 3 3 4 4 4 4 5 5 4 81
9 M. Irfan Rabani L. 5 5 4 4 5 5 4 5 4 4 3 4 5 5 4 4 3 5 3 3 4 88
10 Meisya Sabrina 3 4 3 3 4 4 3 4 3 3 4 3 4 4 3 3 4 3 3 3 4 72
11 Nusyur Azka N. 3 5 4 5 5 5 4 4 4 4 4 4 4 4 5 4 4 3 4 4 4 87
12 Qanitah Najla R.A. 3 4 3 3 4 4 3 4 3 3 3 3 3 4 4 3 4 3 4 4 3 72
13 Qisty Anggun A.I. 4 5 5 5 5 4 1 5 5 4 5 5 5 5 5 5 3 4 5 4 4 93
14 Ramadhana N.S.W. 5 3 5 1 5 5 5 4 2 5 5 3 5 5 5 5 1 5 5 5 5 89
15 Renaldi Pratama 5 4 3 1 5 4 5 5 5 3 2 2 5 1 3 4 3 3 5 5 4 77
16 Ghiffari Razzan 5 4 5 4 5 5 5 5 1 4 3 3 4 5 3 3 3 4 4 5 5 85
17 Sabrina Auliya H. 5 4 5 4 5 3 4 5 4 5 5 5 5 5 5 5 5 5 4 5 4 97
18 Shafira Rosrimaylina 4 3 4 3 5 4 4 4 3 2 4 4 4 5 4 4 3 3 3 4 3 77
19 Tri Wahyuni 3 4 4 3 4 4 3 3 4 3 4 4 3 4 4 2 3 3 4 4 3 73
APPENDIX J
APPENDIX L
T-Test
N Correlation Sig.
a
Variables Entered/Removed
Variables
Model Variables Entered Removed Method
b
1 RPG . Enter
Model Summary
a
ANOVA
Total 10321.429 13
a
Coefficients
Standardized
Unstandardized Coefficients Coefficients
a
Variables Entered/Removed
Variables
Model Variables Entered Removed Method
b
1 RPG . Enter
Model Summary
a
ANOVA
Total 1721.429 13
a
Coefficients
Standardized
Unstandardized Coefficients Coefficients
a
Variables Entered/Removed
Variables
Model Variables Entered Removed Method
b
1 RPG . Enter
Model Summary
a
ANOVA
Total 723.214 13
a
Coefficients
Standardized
Unstandardized Coefficients Coefficients