THE USE OF GAMEBOOK AS DIGITAL MEDIA TO ENHANCE STUDENTS’ READING COMPREHENSION IN NARRATIVE TEXT A Quasi Experimental Study of the Eighth Grade Students of SMP Negeri 1Wangon in the Academic Year of 2016/2017


Deska Aulia Sari , 2201413022 (2017) THE USE OF GAMEBOOK AS DIGITAL MEDIA TO ENHANCE STUDENTS’ READING COMPREHENSION IN NARRATIVE TEXT A Quasi Experimental Study of the Eighth Grade Students of SMP Negeri 1Wangon in the Academic Year of 2016/2017. Under Graduates thesis, Universitas Negeri Semarang.

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Abstract

This final project is a quasi-experimental study that aims to find out whether gamebook mobile phone application is effective to be used in teaching narrative text. A further concern of this study is to investigate the significant difference of students’ reading comprehension between the group that is taught using gamebook mobile phone application and another group that is taught using English textbook. The population of this study was the ninth grade students of SMPN 1 Wangon in the academic year of 2016/2017. Meanwhile, the sample consisted of 67 students from two classes. The study was started by giving pre-test, treatments, and post-test to both groups. The experimental group (VIII G) was taught using gamebook mobile phone application, while the control group (VIII F) was taught using English textbook. The data were gained by administering a pre-test and a post-test. In addition, the questionnaire was also given to the experimental group to obtain more data. In the pre-test, the mean score of the experimental group was 61.39and the control group was 63.53. The result of post-test of the experimental group was 83.06, while the control group was 73.41. The result of the t-test also showed that there was a significant difference between the experimental group and the control group. It was proven by t-value (4.028) which was higher than t-table (1.66). It can be concluded that gamebook mobile phone application is effective to enhance students’ reading comprehension in narrative text. It is suggested that the teacher should consider that gamebook mobile phone application is a good media in teaching reading narrative text.

Item Type: Thesis (Under Graduates)
Uncontrolled Keywords: Key Words: Gamebook, Narrative Text, Quasi-Experimental Study.
Subjects: L Education > LB Theory and practice of education > Learning Model
L Education > LB Theory and practice of education > Learning Method
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
P Language and Literature > PE English
Fakultas: Fakultas Bahasa dan Seni > Pendidikan Bahasa Inggris (S1)
Depositing User: Eko Handoyo Eko
Date Deposited: 26 Mar 2018 13:42
Last Modified: 26 Mar 2018 13:42
URI: http://lib.unnes.ac.id/id/eprint/30538

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