Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK)
Vol 4, No 2 (2015): Pebruari 2015

THE USE OF BATTLESHIP GAME IN TEACHING YES/NO QUESTIONS IN SIMPLE PRESENT TENSE

Suryanto, . (Unknown)
Supardi, Iwan (Unknown)
Bunau, Eusabinus (Unknown)



Article Info

Publish Date
12 Feb 2015

Abstract

Abstract: The purpose of this research are to investigate the effectiveness and the effect size of using Battleship game in teaching Yes/No questions in simple present tense to the seventh grade students of SMP Negeri 2 Semparuk in academic year 2014/2015.  This research was conducted as a pre-experimental research and the sample was class VIID which consists of 39 students. The data were collected through pre-test and post-test by using objective test consisting of twenty five items and were analyzed by using t-test and Effect Size (ES) formulas. The findings show that the t-computation is 16.6 (> 2.042) or higher than the t-table value with the degree of freedom of 38 and α of 0.05, and the effect of treatment is 2.67 (> 1.00) or categorized as strong effect. It indicates that the use of Battleship game is effective in teaching Yes/No questions in simple present tense. Keywords: Battleship game, Yes/No questions   Abstrak: Penelitian ini bertujuan untuk mengetahui keefektifitian and tingkat efektifitas dari penggunaan Battleship game dalam pengajaran Yes/No questions dalam simple present tense terhadap siswa kelas 7 SMP Negeri 2 Semparuk tahun ajaran 2014/2015. Penelitian ini dilakukan dengan metode pre-eksperimen dan sampel penelitian ini adalah kelas VIID yang terdiri atas 39 siswa. Data penelitian dikumpulkan melalui pre-test dan post-test dengan menggunakan tes objektif yang berjumlah dua puluh lima soal dan data tersebut dianalisis dengan menggunakan rumus t-test dan ES (tingkat efektifitas). Hasil penelitian menunjukkan bahwa hasil perhitungan t-test adalah 16.6 (> 2.042) atau lebih besar dibandingkan dengan nilai t tabel dengan degree of freedom sebesar 38 dan α sebesar 0.05, dan tingkat efektifitas adalah 2.67 (> 1.00) atau dikategorikan memiliki efek yang kuat. Hal ini menandakan bahwa penggunaan Battleship game efektif dalam pengajaran Yes/No questions dalam simple present tense. Kata kunci: Battleship game, Yes/No questions  

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Journal Info

Abbrev

jpdpb

Publisher

Subject

Decision Sciences, Operations Research & Management Education Languange, Linguistic, Communication & Media Mathematics Other

Description

Journal of Pendidikan dan Pembelajaran Khatulistiwa (JPPK) is a peer-reviewed journal which focuses on topics related to education and science in various teaching and learning fields. JPPK invites researchers, lecturers, teachers from various levels such as elementary and secondary levels of ...