The Effect of The Use of ICT-Based Interactive Game on Achievement Motivation and English Achievement of 4th Grade Elementary School Students in Cluster V of Sukasada District in Academic Year 2016/2017. - ., Md Yudyantara Risadi; ., Dra.Ni Made Ratminingsih, MA; ., Putu Eka Dambayana S., S.Pd. (Jurnal Pendidikan Bahasa Inggris undiksha, 2017)
Penelitian ini bertujuan untuk menyelidiki pengaruh dari permainan interatif berbasis ICT terhadap motivasi prestasi, prestasi Bahasa Inggris, dan secara simultan terhadap motivasi prestasi dan prestasi Bahasa Inggris siswa. Penelitian eksperimental ini mengambil 228 siswa sekolah dasar sebagai populasi di gugus V kecamatan Sukasada, kabupaten Buleleng tahun akademik 2016/2017, dimana 48 siswa yang melibatkan 24 siswa dari SD Negeri 4 Panji menjadi control group dan 24 siswa dari SD Negeri 2 Panji sebagai experimental group. Mereka dipilih sebagai sampel penelitian melalui teknik cluster random sampling. Data telah dikumpulkan melalui kuisioner motivasi prestasi dan post-test. Data tersebut dianalisis menggunakan ANOVA satu jalan dan MANOVA dengan SPSS 22.0. hasil penelitian menunjukkan bahwa 1) siswa yang diajarkan permainan interaktif berbasis ICT memiliki motivasi prestasi yang lebih baik daripada siswa yang diajarkan dengan teknik konvensional, 2) siswa yang diajarkan permainan interaktif berbasis ICT memiliki prestasi Bahasa Inggris yang lebih baik daripada siswa yang diajarkan dengan teknik konvensional, dan 3) terdapat pengaruh simultan dari permainan interaktif berbasis ICT terhadap motivasi prestasi dan prestasi Bahasa Inggris siswa.Kata Kunci : Motivasi Prestasi, Permainan Interaktif Berbasis ICT, Prestasi Bahasa Inggris This study aimed at investigating the effect of ICT-based interactive game on students’ achievement motivation, English achievement, and simultaneously on students’ achievement motivation and English achievement. This experimental study employed 228 4th grade elementary school students as the population in cluster V of Sukasada district, Buleleng regency in academic year 2016/2017 wherein 48 students involving 24 students from SD Negeri 4 Panji as control group and 24 students from SD 2 Panji as experimental group. They were chosen as the sample through cluster random sampling. The data were collected through achievement motivation questionnaire and post-test. Those data were analyzed by using one-way ANOVA and MANOVA assisted by SPSS 22.0. the findings showed that 1) the students who were taught by ICT-based interactive game achieved better achievement motivation than those who were taught by conventional teaching, 2) students who were taught by ICT-based interactive game achieved better English achievement than those who were taught by conventional teaching, and 3) there was simultaneous effect of ICT-based interactive game on students’ achievement motivation and English achievement.keyword : Achievement Motivation, English Achievement, ICT-based Interactive Game