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Jurnal Pendidikan Bahasa Inggris
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THE EFFECT OF KIM'S BOARD GAME TOWARDS ENGLISH LEARNING ACHIEVEMENT OF THE 5TH GRADE STUDENTS IN SANGSIT, BULELENG REGENCY IN ACADEMIC YEAR 2015/2016 ., Ida Ayu Putu Puspawati; ., Dra.Ni Made Ratminingsih, MA; ., Made Hery Santoso, S.Pd, M.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8231

Abstract

Kim’s board game adalah sebuah media pembelajaran yang mengandung esensi game berkaitan dengan kemampuan siswa dalam mengobservasi dan mengingat gambar – gambar pada media tersebut. Penelitian eksperimen ini bertujuan untuk menginvestigasi efek penggunaan Kim’s board game terhadap prestasi belajar Bahasa Inggris siswa kelas 5 Sekolah Dasar di Sangsit, Kabupaten Buleleng, pada tahun pelajaran 2015/2016 . Desain penelitian ini adalah Post-Test Only Control Group Design yang menggunakan cluster random sampling technique dalam menentukan sampelnya. Berdasarkan hasil cluster random sampling, sampel yang diperoleh antara lain kelas 5 di SD N 8 Sangsit sebagai kelompok eksperimen yang diberi perlakuan dengan menggunakan Kim’s board game dan SD N 4 Sangsit sebagai kelompok kontrol yang diajarkan tanpa menggunakan Kim’s board game. Hasil post-test kedua kelompok dianalisis tidak hanya menggunakan descriptive statistics analysis tetapi juga inferential statistics analysis. Dari hasil analisis data, ditemukan bahwa siswa yang diberikan perlakuan menggunakan Kim’s board game memperlihatkan prestasi belajar Bahasa Inggris yang lebih baik dibandingkan dengan yang diajarkan tanpa menggunakan Kim’s board game. Hal tersebut terbukti dari nilai rata – rata siswa pada kelompok eksperimen (80.05) lebih tinggi dari nilai rata – rata siswa di kelompok kontrol (72.76). Selain itu, hasil dari inferential statistical analysis menunjukkan tobs lebih tinggi dibandingkan dengan tcv dengan level α=0.05, di mana tobs= 4.603, sedangkan tcv= 1.999624. Jadi, hipotesis nol ditolak dan perbedaan dari kedua kelompok adalah signifikan. Jadi, dapat disimpulkan bahwa Kim’s board game memberikan efek yang signifikan pada prestasi belajar Bahasa Inggris kelas 5 SD di Sangsit. Kim’s Board game bisa diaplikasikan oleh guru untuk mengajar pelajar anak – anak sebagai salah satu media yang efektif untuk meningkatkan pemahaman siswa.Kata Kunci : Prestasi belajar Bahasa Inggris, Kim’s board game, Young learner Kim’s board game is one of teaching media in the form of game that is deals with learners’ observation and recollection ability which includes pictures on its board. This experimental study attempted to investigate the effect of Kim’s board game towards students’ English learning achievement of the fifth grade students in Sangsit, Buleleng Regency in Academic Year 2015/2016. The design of this study was Post-Test Only Control Group Design utilizing cluster random sampling technique to determine the samples. Based on the result of cluster random sampling, the fifth grade students in SD N 8 Sangsit was determined as the experimental group and treated by using Kim’s board game while the fifth grade students of SD N 4 Sangsit was determined as the control group and treated without using Kim’s board game. The result of post-test was analyzed by using both descriptive and inferential statistics analysis. From the data analysis, it was found that students who were treated by using Kim’s board game performed better in terms of English learning achievement than those who were treated without using Kim’s Board game. The mean score of the experimental group (80.05) is higher than the mean score of the control group (72.76). Moreover, the result of the inferential statistical analysis shows that tobs is higher than tcv at significant level of α=0.05, in which tobs is 4.603 while tcv is 1.999624. Thus, the null hypothesis of this study is rejected and the difference of the two groups is significant. In conclusion, Kim’s board game gives significant effect on the fifth grade students’ English learning achievement in Sangsit. The Kim’s board game can be applied by the teacher in teaching young learners as one of effective media to enhance students’ understanding. keyword : English learning achievement, Kim’s board game, Young learner
THE EFFECT OF SNAKE AND LADDER GAME TOWARDS STUDENTS’ ENGLISH LEARNING ACHIEVEMENT AT THE SIXTH GRADE STUDENTS OF ELEMENTARY SCHOOL IN SUKASADA IN ACADEMIC YEAR 2015/2016 ., I Putu Wana Prasthadi; ., Dra.Ni Made Ratminingsih, MA; ., Made Hery Santoso, S.Pd, M.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8232

Abstract

Penelitian ini bertujuan untuk menginvestigasi pengaruh permainan ular tangga terhadap hasil belajar bahasa Inggris siswa Sekolah Dasar kelas 6 di Sukasada pada tahun akademik 2015/2016. Desain penelitian ini adalah posttest only control group design. Populasi yang digunakan dalam penelitian ini adalah semua siswa kelas 6 di Kelurahan Sukasada. Sample diambil dengan menggunakan teknik Cluster Randon Sampling. Dua kelompok diambil sebagai sample penelitiian, kemudian dua sample dipilih menjadi kelompok eksperimen dan kontrol. Kelompok eksperimen diajarkan dengan menggunakan permainan ular tangga dan kelompok kontrol diajar dengan ceramah. Pada akhir pengajaran, siswa diberikan posttest. Hasil dari posttest ini dianalisis menggunakan deskriptif dan inferensial statistik. Hasil penelitian menunjukkan, nilai rata-rata siswa kelompok eksperimen lebih tinggi dari kelompok kontrol (79.10 > 61.65). Disamping itu,dari uji T, diperoleh nilai thitung = 5.487, yang mana lebih tinggi dari nilai ttabel = 2.030. Berdasarkan hasil tersebut, dapat disimpulkan bahwa ada pengaruh yang signifikan dari penggunaan permainan ular tangga terhadap hasil belajar bahasa Inggris siswa. Dengan demikian, permainan ular tangga adalah media pembelajaran yang baik untuk mengajar bahasa Inggris.Kata Kunci : permainan ular tangga, young learners, hasil belajar bahasa Inggris This study aimed at investigating the effect of Snake and Ladder towards students’ English learning achievement at the sixth grade students of elementary school in Sukasada in academic year 2015/2016. The design of the study was posttest only control group design. The population of this study was all the sixth grade students in Sukasada, Sukasada subdistrict, Buleleng Regency in academic year 2015/2016. Two groups were taken by using cluster random sampling technique as the samples of the study. The samples were chosen to be experimental and control group by using lottery. The students in the experimental group were taught by using Snake and Ladder game, while those in the control were taught by lecturing. At the end of the treatment, both groups were given a posttest. The data obtained in this study were analyzed by using descriptive and inferential statistics. The result of the study showed that the students in experimental group obtained better score than those in control group, which was proven by the mean score (79.10 > 61.65). Moreover, the result of independent sample t-test showed that the value of t observed was 5.487 which was higher than t critical value (2.030). It was proven that there was significant effect of using Snake and Ladder game towards students’ English learning achievement. Based on that, Snake and Ladder game is considered as a good media for teaching English for young learners.keyword : Snake and Ladder game, young learners, English learning achievement
THE EFFECT OF ADAPTED MONOPOLY BOARD GAME TOWARDS ENGLISH LEARNING ACHIEVEMENT OF THE FOURTH GRADE STUDENTS OF PRIMARY SCHOOL IN BANJAR, BULELENG REGENCY, ACADEMIC YEAR 2015/2016 ., I Putu Gede Hendra Raharja; ., Dra.Ni Made Ratminingsih, MA; ., Luh Diah Surya Adnyani, S.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8233

Abstract

Penelitian ini bertujuan untuk menginvestigasi perbedaan prestasi belajar siswa antara siswa yang dibelajarkan dengan menggunakan Adapted Monopoly Board Game dan siswa yang dibelajarkan dengan menggunakan media pembelajaran konvensional di Banjar, Buleleng. Penelitian ini merupakan penelitian kuasi eksperimen yang menggunakan desain penelitian posttest only control group. Populasi dalam penelitian ini adalah seluruh siswa di Banjar, Buleleng yang berjumlah 182 siswa. Cluster random sampling digunakan sebagai teknik untuk menentukan sampel. Ada 2 kelompok sampel, SD N 1 Banjar ditetapkan sebagai kelompok kontrol dan SD N 9 Banjar ditetapkan sebagai kelompok eksperimen yang berjumlah 58 siswa. Data yang diperlukan dalam penelitian ini dikumpulkan dengan menggunakan instrumen penelitian berupa posttests. Data dianalisis secara deskriptif dan inferensial. Hasil dari analisis data menunjukan bahwa ada perbedaan yang signifikan diantara siswa yang dibelajarkan dengan menggunakan Adapted Monopoly Board Game dan siswa yang dibelajarkan menggunakan media pembelajaran konvensional. Rerata kelompok eksperimen (80.41) lebih tinggi daripada kelompok control (67.48). Hasil dari independent sample t-test menunjukan bahwa nilai t observed lebih tinggi daripada nilai t critical value (tobv = 6.544 > tcv = 2.003) pada taraf signifikansi 0.05 (α=0.05). Secara ringkas, Adapted Monopoly Board Game sebagai media pembelajaran memberikan efek yang signifikan terhadap prestasi belajar Bahasa Inggris siswa.Kata Kunci : Adapted Monopoly Board Game, Permainan Bahasa, Prestasi belajar Bahasa Inggris Siswa This study was aimed to investigate the significant difference in students’ English learning achievement between the students who were taught by using Adapted Monopoly Board Game and the students who were taught by using conventional teaching media in Banjar, Buleleng. This study was a quasi-experimental research using posttest only control group design. The population of this study was the fourth grade students in Banjar, Buleleng consisted of 182 students. To determine the sample, cluster random sampling technique was employed as a technique. There were 2 groups of sample, SD N 1 Banjar was assigned as control group, while SD N 9 Banjar was assigned as experimental group consisted of 58 students altogether. The required data for this study were collected by means of administering the research instrument in the form of posttests. The data was analysed descriptively and inferentially. The result of data analysis showed that that there was a significant difference between the students who were taught by using Adapted Monopoly Board Game and the students who were taught by using conventional teaching media. The mean of experimental group (80.41) was higher than control group (67.48). The result of independent sample t-test revealed that the value of t observed was higher than the t critical value (tobv = 6.544 > tcv = 2.003) at level significance 0.05 (α=0.05). In short, Adapted Monopoly Board Game as a teaching media gives significant effect to students’ English learning achievement at Banjar, Buleleng.keyword : Adapted Monopoly Board Game, English Learning Achievement, Language Game
Developing Differentiated electronic Supplementary Reading Exercises for the Slow Learners of Seventh Year Students at SMP N 2 Singaraja ., Ni Nyoman Ayu Utari Dewi; ., Prof. Dr. Putu Kerti Nitiasih, MA; ., Ni Wayan Surya Mahayanti, S.Pd, M.Pd
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8235

Abstract

Mengintegrasikan ICT dalam pembelajaran telah menjadi tuntutan Kurikulum 2013. Namun, tidak semua guru memiliki media untuk mendukung integrasi ICT dalam pembelajaran. Padahal, integrasi ICT dapat membantu para guru untuk mengakomodasi keragaman siswa dengan menggunakan differentiated instruction. Sehingga, penelitian ini bertujuan untuk: (1) mengidentifikasi jenis latihan bacaan tambahan yang dibutuhkan oleh siswa kelas tujuh di SMP N 2 Singaraja; (2) mengidentifikasi desain latihan bacaan tambahan elektronik untuk siswa kelas tujuh yang berkemampuan dibawah rata-rata di SMP N 2 Singaraja; (3) mengukur kualitas latihan bacaan tambahan elektronik untuk siswa kelas tujuh yang berkemampuan dibawah rata-rata di SMP N 2 Singaraja. Penelitian ini dilakukan berdasarkan pada desain penelitian dan pengembangan oleh Sugiono (2011). Data penelitian dikumpulkan melalui kuesioner, wawancara, observasi, uji ahli dan studi lapangan. Hasil data dianalisa lebih lanjut dengan menggunakan analisis deskriptif dan Intrerrater Agreement Model dari Gregory (2000). Hasil penelitian menunjukkan bahwa (1) latihan membaca tambahan yang dibutuhkan oleh siswa kelas tujuh yang berkemampuan dibawah rata-rata di SMP N 2 Singaraja adalah latihan bacaan tambahan yang terintegrasi dengan ICT; (2) desain latihan bacaan tambahan elektronik untuk siswa kelas tujuh yang berkemampuan dibawah rata-rata di SMP N 2 Singaraja berdasarkan kebutuhan; (3) latihan bacaan tambahan elektronik untuk peserta didik yang lambat dikategorikan sebagai latihan berkualitas tinggi siswa kelas tujuh yang berkemampuan dibawah rata-rata di SMP N 2 Singaraja berdasarkan validitas isi, validitas empiris, kualitas tes media dan bidang. Kata Kunci : Kata kunci: R & D, Differentiated Instruction, Siswa dibawah rata-rata, Latihan tambahan, Latihan Membaca Elektronik. Integrating ICT in learning has become the demands of Curriculum 2013. Yet, not all of the teacher have media to support the integration of ICT in learning. Whereas, the integration of ICT may help the teachers to accomodate students’ diversity by using differentiated instruction. Thus, this study aimed at: (1) identifying kinds of supplementary reading exercises are needed by the Seventh Year Students at SMP N 2 Singaraja; (2) identifying the design of the electronic supplementary reading exercises for the slow learners of seventh year students at SMP N 2 Singaraja; (3) measuring the quality of the electronic supplementary reading exercises for the slow learners of seventh year students at SMP N 2 Singaraja. This study was conducted based on the research and development design proposed by Sugiono (2011). The data of the study were collected through questionnaire, interview, observation, expert judge and field study. The results of the data were further analyzed by using descriptive analysis and interrater agreement model from by Gregory (2000). The result of the study showed that (1) the supplementary reading exercise needed by the seventh year students at SMP N 2 Singaraja was supplementary reading exercise which was integrated with ICT; (2) the design of the electronic supplementary reading exercise for the slow learners was developed based on the needs; (3) the electronic supplementary reading exercise for the slow learners was categorized as high quality exercises based on content validity, empirical validity, quality of the media and field test. keyword : Key words: R&D, Differentiated Instruction, Slow Learners, Supplementary Exercise, Electronic Reading Exercise
DEVELOPING DIFFERENTIATED ELECTRONIC SUPPLEMENTARY READING EXERCISES FOR THE FAST LEARNERS OF SEVENTH YEAR STUDENTS AT SMP N 2 SINGARAJA ., Ni Putu Yeni Pramita; ., Prof. Dr. Putu Kerti Nitiasih, MA; ., Ni Wayan Surya Mahayanti, S.Pd, M.Pd
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8236

Abstract

Mengingat permintaan dari kurikulum 2013 untuk mengintegrasikan ICT dalam pembelajaran Bahasa Inggris, masalah yang dihadapi oleh SMP N 2 Singaraja dalam mengintegrasikan ICT, pentingnya keterampilan membaca dan masalah peserta didik yang berkemampuan diatas rata-rata, penelitian ini bertujuan untuk mengetahui (1) jenis latihan bacaan tambahan yang dibutuhkan oleh siswa kelas 7 di SMP N 2 Singaraja; (2) desain latihan bacaan tambahan elektronik untuk peserta didik diatas rata-rata; dan (3) kualitas latihan bacaan tambahan elektronik untuk peserta didik diatas rata-rata. Penelitian ini dilakukan berdasarkan pada penelitian dan pengembangan desain dari Sugiyono (2011). Penelitian ini dilakukan di SMP N 2 Singaraja. Data untuk penelitian ini dikumpulkan melalui analisis dokumen, kuesioner, wawancara, observasi, uji ahli, dan studi lapangan. Data penelitian ini dianalisis dengan menggunakan analisis deskriptif dan Itterater Agreement Model oleh Gregory (2000). Hasil penelitian ini menunjukkan bahwa (1) latihan membaca tambahan yang dibutuhkan adalah dalam bentuk latihan tambahan elektronik yang dapat digunakan sebagai media untuk mengintegrasikan ICT dalam pembelajaran Bahasa Inggris. Mereka juga membutuhkan latihan baca elektronik yang didasarkan pada karakteristik peserta didik kelas tujuh yang berkemampuan diatas rata-rata. (2) desain latihan bacaan tambahan elektronik untuk peserta didik berkemampuan diatas rata-rata yang dikembangkan berdasarkan kebutuhan. (3) latihan bacaan tambahan elektronik untuk peserta didik berkemampuan diatas rata-rata dikategorikan mempunyai kualitas yang sangat tinggi seperti yang terlihat dari validitas isi, kualitas empiris, kualitas media and uji lapangan.Kata Kunci : R&D, Latihan Tambahan, Latihan Membaca Elektronik, Differentiated Instruction, Siswa diatas rata-rata Considering the demand of the current curriculum on integrating ICT in teaching English, the problem that is faced by SMP N 2 Singaraja in integrating ICT in English class, the importance of reading skill and the problems of fast learners, this study aimed at finding out (1) kinds of supplementary reading exercises that are needed by the seventh year students at SMP N 2 Singaraja; (2) the design of the electronic supplementary reading exercises; and (3) the quality of the electronic supplementary reading exercises. This study was conducted based on the research and development design of Sugiyono (2011). This study was conducted at SMP N 2 Singaraja. The data for this study were collected through document analysis, questionnaire, interview, observation, expert judge, and field study. The data of this study were analyzed using descriptive analysis and interrater Agreement Model by Gregory (2000). The result of this study showed that (1) the supplementary reading exercises needed was in the form of electronic reading that could be used as the media to integrate ICT in English learning. They also needed the electronic reading exercises that were based on the fast learners characteristics of the seventh years students. (2) the design of the electronic supplementary reading exercises for the fast learners was developed based on the needs. (3) the electronic supplementary reading exercises for the fast learners was categorized as a very high quality as seen from content validity, empirical validity, quality of media, and field test.keyword : R&D, Supplementary Exercises, Electronic Reading Exercises, Differentiated Instruction, Fast Learners
THE EFFECT OF USING SNAKE AND LADDER BOARD GAME TOWARD THE FIFTH GRADE STUDENTS’ ENGLISH LEARNING ACHIEVEMENT OF ELEMENTARY SCHOOL IN SUKASADA, BULELENG REGENCY IN ACADEMIC YEAR 2015/2016 ., Made Dewi Setyathi; ., Dra.Ni Made Ratminingsih, MA; ., Putu Eka Dambayana S., S.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8239

Abstract

Penelitian ini bertujuan untuk mencari tahu apakah ada pengaruh yang signifikan dari penggunaan Snake and Ladder Board Game terhadap prestasi belajar Bahasa Inggris siswa kelas lima sekolah dasar di Sukasada. Penelitian ini meupakan penelitian eksperimen menggunakan post-test only control group design. Populasi dari penelitian ini adalah seluruh siswa kelas lima sekolah dasar di Sukasada, yang terdiri dari 98 siswa. Dalam menentukan sampelnya, penelitian ini menggunakan teknik cluster random sampling; sehingga didapatkan SD Negeri 2 Sukasada sebagai kelompok kontrol dan SD Negeri 3 Sukasada sebagai kelompok eksperimen, dengan jumlah sampel sebanyak 53 siswa. Data penelitian dianalisis menggunakan analisis statistik deskriptif dan inferensial. Berdasarkan hasil penelitian, ditemukan bahwa nilai rata-rata kelompok eksperimen (88,3), yang diajarkan dengan menggunakan Snake and Ladder Board Game, lebih tinggi daripada nilai rata-rata kelompok kontrol yang diajarkan dengan media konvensional (80,5). Hasil penelitian, dimana tobv= 3,256 lebih besar dari tcv (2,0076, dengan α=0,05), menunjukkan bahwa Snake and Ladder Board Game memberikan pengaruh yang signifikan terhadap prestasi belajar Bahasa Inggris siswa kelas lima sekolah di Sukasada, kabupaten Buleleng, tahun ajaran 2015/2016.Kata Kunci : prestasi belajar bahasa Inggris, Snake and Ladder board game, pebelajar anak-anak This research aimed to investigate the effect of using Snake and Ladder Board Game toward the fifth grade students’ English learning achievement of Elementary School in Sukasada. It was an experimental research using post-test only control group design. The population was all of the fifth grade students in Sukasada, consisted of 98 students. The present study used cluster random sampling technique in determining the sample, namely, SD Negeri 2 Sukasada as the control group and SD Negeri 3 Sukasada as the experimental group, with 53 students as the total number of research samples. The data were analyzed by using descriptive and inferential statistical analysis. It was found that the mean score of the experimental group (i.e. 88.3), which was taught by using Snake and Ladder Board Game, was higher than the mean score of the control group, which was taught by using conventional teaching media (i.e. 80.5). The result of this research, in which the tobv= 3.256 was higher than the tcv of the data (i.e. 2.0076, at the level of significance α=0.05), showed that Snake and Ladder Board Game gave a significant effect toward the fifth grade students’ English learning achievement of Elementary School in Sukasada, Buleleng regency, in academic year 2015/2016.keyword : English learning achievement, Snake and Ladder board game, young learners
THE EFFECT OF USING JIGSAW PUZZLE BOARD GAME TOWARDS THE ENGLISH LEARNING ACHIEVEMENT OF FOURTH GRADE STUDENTS OF ELEMENTARY SCHOOL IN KAMPUNG BARU, BULELENG SUB-DISTRICT IN ACADEMIC YEAR 2015/2016 ., Putu Mursita Tenia Sari; ., Dra.Ni Made Ratminingsih, MA; ., Putu Eka Dambayana S., S.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8240

Abstract

Penelitian ini dilaksanakan untuk mengetahui pengaruh signifikan penggunaan media jigsaw puzzle board game terhadap prestasi belajar Bahasa Inggris siswa kelas empat sekolah dasar di Kampung Baru pada tahun ajaran 2015/2016. Penelitian ini merupakan kuasi-eksperimen dengan desain post-test only, non equivalent control group. Jumlah populasi penelitian ini adalah 163 siswa dari enam sekolah dasar di Kampung Baru. Dari jumlah populasi tersebut, penelitian ini menggunakan sampel 58 siswa dari SD Negeri 3 Kampung Baru sebagai kelas kontrol dan SD Negeri 5 Kampung Baru sebagai kelas eksperimen yang ditentukan dengan teknik cluster random sampling. Selanjutnya, data hasil penelitian yang diperoleh dianalisis secara kuantitatif dengan menggunakan analisis statistik deskriptif dan inferensial. Hasil analisis menunjukkan bahwa nilai rata-rata kelas eksperimen lebih tinggi dari nilai rata-rata kelas kontrol (80,50>72,93). Selain itu, hasil tes hipotesis (independent t-test) menunjukkan bahwa tobs = 2,810>tcv= 2,003 (α=0,05) dengan ukuran efek 0,75 (kategori sedang sampai kuat). Hal tersebut menunjukkan bahwa ada pengaruh signifikan dari penggunaan jigsaw puzzle board game terhadap prestasi belajar siswa. Sehingga dapat disimpulkan bahwa jigsaw puzzle board game efektif untuk digunakan sebagai media pembelajaran terhadap prestasi belajar siswa karena media ini memudahkan siswa untuk memahami materi pelajaran, menciptakan suasana belajar yang menyenangkan, mengurangi kecemasan, meningkatkan motivasi dan partisipasi, dan memberikan kesempatan kepada siswa untuk berinteraksi satu sama lain. Kata Kunci : prestasi belajar Bahasa Inggris, jigsaw puzzle board game, pebelajar anak-anak This study was conducted to find out the significant effect of using jigsaw puzzle board game media towards the English learning achievement of fourth grade students in Kampung Baru in academic year 2015/2016. It was a quasi-experimental research which used post-test only, non equivalent control group design. The population of this study was 163 students from six elementary schools in Kampung Baru. From that population, this research used 58 students as sample consisted of SD Negeri 3 Kampung Baru as control group and SD Negeri 5 Kampung Baru as experimental group which were administered by cluster random sampling technique. The data were analyzed quantitatively by using descriptive and inferential statistics analysis. It was found that the mean score of experimental group was higher than the control group (80.50>72.93). Besides, the result of hypothesis testing (independent t-test) showed the tobs = 2.810>tcv= 2.003 (α=0.05) with the effect size 0.75 (categorized as moderate to strong). It means that there is a significant effect of jigsaw puzzle board game towards the students’ English achievement. As a conclusion, jigsaw puzzle board game is effective to be used as teaching media towards the students’ English learning achievement because it eases the students to comprehend the material, creates joyful learning atmosphere, decreases anxiety, increases students’ motivation and participation, as well as allows students to interact with others.keyword : English learning achievement, jigsaw puzzle board game, young learners
THE EFFECT OF KIM'S BOARD GAME TOWARDS ENGLISH LEARNING ACHIEVEMENT OF 6TH GRADE STUDENTS IN SANGSIT, BULELENG IN ACADEMIC YEAR 2015/2016 ., Ni Ketut Apriliyani; ., Dra.Ni Made Ratminingsih, MA; ., Made Hery Santoso, S.Pd, M.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8241

Abstract

THE EFFECT OF JIGSAW PUZZLE BOARD GAME TOWARDS THE FIFTH GRADE STUDENTS’ ENGLISH LEARNING ACHIEVEMENT IN KAMPUNG BARU, BULELENG, IN THE ACADEMIC YEAR 2015/2016 ., Putu Irmayanti Wiyasa; ., Dra.Ni Made Ratminingsih, MA; ., Made Hery Santoso, S.Pd, M.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8242

Abstract

Jigsaw Puzzle board game merupakan media pembelajaran yang dapat digunakan untuk mengajar Bahasa Inggris kepada anak usia dini. Pada Jigsaw Puzzle board game terdapat potongan gambar yang sesuai dengan topik yang dipelajari oleh siswa di sekolah. Penelitian ini bertujuan untuk mengetahui pengaruh dari penggunaan Jigsaw Puzzle board game terhadap prestasi belajar Bahasa Inggris siswa kelas lima di Kampung Baru, Buleleng, tahun pelajaran 2015/2016. Penelitian ini merupakan penelitian eksperimental dengan desain post-test only control group. Sampel dari penelitian ini diambil dengan teknik cluster random sampling. Terdapat dua kelompok yang menjadi sampel dari penelitian ini yaitu SD N 5 Kampung Baru sebagai kelompok eksperimental dan SD N 1 Kampung Baru sebagai kelompok kontrol. Instrumen yang digunakan untuk pengumpulan data adalah post-test, teaching scenario, dan try-out test. Data yang sudah diperoleh, dianalisis menggunakan program SPSS 22 secara deskriptif dan inferensial. Hasil analisis secara statistik menunjukkan bahwa nilai rata-rata dari kelompok eksperimental yang mengikuti kegiatan pembelajaran dengan menggunakan Jigsaw Puzzle board game lebih tinggi (80.61) daripada kelompok kontrol (70.83). Selain itu, terdapat perbedaan yang signifikan antara kelompok eksperimental dan kontrol dimana hasil dari t-test menunjukkan bahwa hasil dari t-observed (tobs) adalah 2.69, melampaui nilai t-critical value (tcv) 1.99 (α=0.05, df=62). Hal tersebut menunjukkan bahwa penggunaan Jigsaw Puzzle board game memberikan pengaruh yang signifikan terhadap kelompok eksperimental. Sehingga, dapat disimpulkan bahwa guru dapat menggunakan Jigsaw Puzzle board game sebagai media pembelajaran yang efektif untuk meningkatkan prestasi belajar Bahasa Inggris siswa kelas lima di Kampung Baru.Kata Kunci : jigsaw puzzle, prestasi belajar bahasa Inggris, media pembelajaran, siswa Sekolah Dasar Jigsaw puzzle board game is a teaching media for teaching English to young learners. It contains interlocking shapes of picture that are in accordance with topics learned by the students at school. This study was aimed at investigating the effect of Jigsaw Puzzle board game towards the fifth grade students’ English learning achievement in Kampung Baru, Buleleng, in the academic year 2015/2016. This study was an experimental research with post-test only control group design. The sample of this study was determined by cluster random sampling technique. Thereby, there were two groups became the sample of this study, namely SD Negeri 5 Kampung Baru as the experimental group and SD Negeri 1 Kampung Baru as the control group. The instruments used to collect and support the data were post-test, teaching scenario, and try-out test. The data obtained in this study were descriptively and inferentially analyzed by using SPSS program 22. The result of the statistics analysis showed that the mean score of experimental group resulted in higher score (80.61) than the control group (70.83). Furthermore, the result of the independent sample t-test showed that there was significant difference between the score of the experimental and control group in which the t-observed (tobs) was 2.69 exceeding the t-critical value (tcv), 1.99 (α=0.05, df=62). The result indicated that there was significant effect of using Jigsaw Puzzle board game towards the fifth grade students’ English learning achievement. Therefore, it can be concluded that the Jigsaw Puzzle board game can be used by the teacher to enhance the fifth grade students’ English learning achievement in Kampung Baru.keyword : jigsaw puzzle, prestasi belajar bahasa Inggris, media pembelajaran, siswa Sekolah Dasar
IMPROVING STUDENTS’ WRITING COMPETENCY IN DESCRIPTIVE TEXT BY USING MAKE A MATCH TECHNIQUE AT EIGHT GRADE STUDENTS OF SMP NEGERI 1 ATAP PEJUKUTAN IN ACADEMIC YEAR 2015/2016 ., I Kadek Wardita Eka Putra; ., Prof. Dr.I Nyoman Adi Jaya Putra, MA; ., I Putu Ngurah Wage M, S.Pd.
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 4 No. 1 (2016): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v4i1.8247

Abstract

Penelitian ini dilaksanakan untuk meningkatkan kemampuan menulis teks deskriptif dan motivasi siswa dengan menggunakan tehnik Make-a-Match pada siswa kelas VIII di SMP Negeri 1 Atap Pejukutan. Pada penelitian awal menyatakan bahwa siswa kelas VIII di SMP Negeri 1 Atap Pejukutan memiliki kemampuan menulis yang rendah serta motivasi belajar yang rendah. Subjek pada penelitian ini berjumlah 36 orang siswa. Untuk menemukan hasil dari kemampuan siswa pada kempetensi menulis teks descriptif menggunakan tehnik Make-a-Match, dan penulis menggunakan jenis penelitian penelitian tindakan kelas (PTK). Penelitian ini menggunakan dua siklus. Setiap siklus terdiri dari empat proses, diantaranya: rencana, pelaksanaan, penelitian, dan refleksi. Untuk mengumpulkan data, penulis menggunakan informasi yang didapat pada observasi. Dan pencapaian siswa pada penelitian awal digunakan untuk mendukung pengumpulan data. Penelitian ini menunjukan bahwa menggunakan tehnik Make-a-Match dalam menulis mampu meningkatkan kompetensi dan motivasi siswa dalam menulis. Data telah dikumpulkan berdasarkan evaluasi menulis. Respon siswa menunjukan bahwa mereka bersemanga tuntuk menulis, karena mereka merasa lebih mudah untuk menulis menggunakan tehnik Make-a-Match. Persentase siswa yang mampu mencapai standar nilai pada observasi awal hanya 2 siswa (6%), pada siklus I 14 siswa (39%), sementara itu, pada siklus II meningkat menjadi 31 siswa (86%). Itu bisa disimpulkan bahwa implementasi tehnik Dictogloss dapat meningkatkan kemampuan menulis siswa. Penulis menyarankan pada guru bahasa inggris untuk menggunakan tehnik Make-a-Match dalam mengajar menulis teks deskriptif.Kata Kunci : Metode Make-a-Match, kompetensi menulis, teks deskriptif This study was conducted to improve students writing competency in descriptive text and motivation using Make-a-Match technique at eighth grades students of SMP Negeri 1 Atap Pejukutan. The Preliminary observation indicated that student class VIII of SMP Negeri 1 Atap Pejukutan had low writing in descriptive text and low motivation in learning. The subjects of this study were consisted of 36 students. To find out the result of students writing competency in descriptive text using Make-a-Match technique, the writer used Classroom Action Research (CAR) as the method of research. This study consisted of two cycles, each cycle consisted of four steps, and they were: planning, action, observation, and reflection. To collect and analyze the data, the writer used the information from observation, and the students’ achievement in preliminary and evaluation to support data collected. This study showed that using Make-a-Match technique in teaching writing descriptive text could improve students’ writing competency in descriptive text and motivation. The students’ responses showed that they were excited in writing because they felt easier to write using Make-a-Match technique. The percentage of students who had passed the passing score of writing in preliminary observation were 2 students (6%), in cycle I were 14 students (39%), meanwhile in cycle II were improved into 31 students (86%). It could be concluded that the implementation of Make-a-Match technique could improve the students’ writing competency in descriptive text. And the writer suggested to the other English teacher to use Make-a-Match Technique in teaching writing descriptive text.keyword : Make-a-Match technique, Writing competency, Descriptive text.