THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S ENGLISH READING ACHIEVEMENT

THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S
ENGLISH READING ACHIEVEMENT

THESIS

By:
CLARASHINTA VINA ROSSENDHY
07360108

ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
UNIVERSITY OF MUHAMMADIYAH MALANG
AUGUST 2012

THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S
ENGLISH READING ACHIEVEMENT

THESIS
This thesis is submitted to meet one of requirements to achieve Sarjana Degree
in English Education


By:
CLARASHINTA VINA ROSSENDHY
07360108

UNIVERSITY OF MUHAMMADIYAH MALANG
FACULTY OF TEACHER TRAINING AND EDUCATION
ENGLISH DEPARTMENT
AUGUST 2012

MOTTO AND DEDICATION

“All who call on GOD in TRUE FAITH, earnestly from the heart, will certainly be
HEARD, and will receive what they have ASKED and DESIRED”
(Martin Luther)
“Believe you CAN and you’re in HALFWAY to get there”
(Theodore Roosevelt)
“Action is the FOUNDATIONAL key to all SUCCESS”
(Pablo Picasso)
“NON SCHOLAЁ ṦED VITAE DISCIMUS; EṦ VINCIT QUI SЁ VINCIT”
(kita belajar bukan untuk mendapatkan nilai, lulus dan gelar, melainkan kita belajar untuk

kehidupan di masa yang akan datang; dan pemenang sejati adalah orang yang bisa
mengalahkan dirinya sendiri)

I dedicated this thesis to:
My beloved mother (Clarashinta), father (Abdul Hamzah),
and my all beloved family (aunts, uncles, brothers, sisters, grandmother, and
grandfathers)
Thanks for giving me best, for every support, patient,
pray, attention, and love.
Thank you for my beloved Edvin Yuniardi for your support and kindness,
For my lovely Galih and Ranasiwi,
Be good kids and get your success!
Thank you for everything…

THE CORRELATION BETWEEN PLAYSTATION AND THE CHILDREN’S
ENGLISH READING ACHIEVEMENT
ABSTRACT
Comprehension and understanding text or vocabulary are essential parts of
reading skill. However, in delivering and receiving the material of reading still
interesting topic to be discuss. Many ways are already implemented to deliver the

material, so the students will more interesting to learn reading. The objective of the
study was to know the influence of PlayStation to the children‟s English reading
achievement.
This research used the correlation study in order to investigate the relationship
between two variables. In this study, the independents variable (x) represents
PlayStation as the variable which has side-effect to others. Meanwhile, the dependent
variable (y) represents the children‟s English reading achievement as the variable
which the variable is to determine in what level of the influence. Furthermore, this
study is move on to investigate whether there is or there is no influence of
PlayStation to the children English reading achievement.
The sample of this study was the students of grade 4 and grade 5 of SD
Sumber Sekar 01 Dau-Malang. The sample are taken based on the specific criteria
which are conducted by the researcher with the total number of sample was 100
respondents. In addition, the questionnaire and reading test are used as the
instruments of the research.
Based on the result findings, the mean score of the reading test was 79.53.
The result of Pearson‟s calculation showed that rxy = 0.771 through SPSS data
computation. The result showed that PlayStation had high influence to the children‟s
English reading achievement. In another word, the alternative hypothesis (hi) was
accepted, and the null hypothesis (ho) was rejected.

Keywords: correlation, PlayStation, reading achievement
Advisor I

Malang,
The Writer,

Dra. Erly Wahyuni, M.Si

Clarashinta Vina Rossendy

ACKNOWLEGEMENTS
All the praises and holiness to the Merciful GOD, who has given the guidance
and blessing in finishing this thesis.
The writer believes that without HIS blessing, she cannot do anything because
she is nobody. Frankly, this thesis would not finish without other people‟s help. In
this occasion, she thanks to:
1. Her beloved parents, Abdul Hamzah Ohoi Ulun, S.H and Clara Shinta who
always pray, care, support and give the affection during writing this thesis.
She can‟t express with words anymore because it is not enough to reply their
dedication to her

2. Her first advisor, Dra. Erly Wahyuni, M.Si and her second advisor, Dra.
Thathit

Manon

Andini,

M.Hum,

for

their

suggestion,

corrections,

encouragements, kindness and patience in finishing this thesis.
3. Her beloved uncle and aunty, Andreas Agus Hardjito, ST.MT. and Dra. Lea
Lastiani, for their support and kindness and suggestion in finishing this thesis.

And also her brothers, sisters, grandfathers, and grandmother who always
support and care.
4. Her beloved sister Eunike Dian Andrilia, who always help and care in
finishing this thesis.
5. The Headmaster of SD Sumber Sekar 01 Dau-Malang, Drs. Khoiri and
headclass teacher Grade 4, Lilik Suliati, S.Pd and headclass teacher Grade 5,
Debora Nasikah, S.Pd, who had gave the opportunity to conduct the research.
6. Her head class Drs. Masduki, M.Pd and friends in English Department “07 CClass” and the other who are not mentioned one by one
Finally, the writer realizes that this thesis is far from being perfect. Therefore,
advices and critics are important to make this thesis be better.
Malang, August 2012

Clara Shinta Vina Rossendhy

TABLE OF CONTENT

Page
APPROVAL .......................................................................................

i


LEGALIZATION ..............................................................................

ii

MOTTO AND DEDICATION ..........................................................

iii

ABSTRACT .......................................................................................

iv

ACKNOWLEDGEMENT .................................................................

v

TABLE OF CONTENT .....................................................................

vi


LIST OF TABLES .............................................................................

ix

CHAPTER I: INTRODUCTION
1.1 Background of the Study ......................................................

1

1.2 Statement of the Problem .......................................................

7

1.3 Hypothesis ..............................................................................

7

1.4 Purpose of the Study ..............................................................


7

1.5 Significance of the Study .......................................................

7

1.6 Scope and Limitation .............................................................

8

1.7 Definition of Key Terms ........................................................

8

CHAPTER II: REVIEW OF RELATED LITERATURE
2.1 Young Children and Techno-literacy‟s .................................

9

2.2 Reading ……………………………......................................


11

2.2.1 The Reading Act ..........................................................

12

2.2.2 Reading Comprehension ..............................................

14

2.3 PlayStation Video Game .......................................................

18

2.3.1 Definition……………………………………………..

18

2.3.2 PlayStation Game Categorized……………………….


19

2.3.3 Strenghts and Weakness of PlayStation………………

21

2.4 Parental Involvement……......................................................

23

CHAPTER III: RESEARCH METHODOLOGY
3.1 Research Design ..........................................................................

25

3.2 Population and Sample ................................................................

26

3.3 Research Instrument ....................................................................

27

3.4 Data Collection ............................................................................

27

3.5 Data Analysis ...............................................................................

28

CHAPTER IV: FINDING AND DISCUSSION
4.1 The Influence of PlayStation to the Reading Achievement……

30

4.2 Discussion………………………………………………………

33

CHAPTER V: CONCLUSION AND SUGGESTION
5.1 Conclusion……………………………………………………...

35

5.2 Suggestion………………………………………………………

36

5.2.1 Suggestion for the Lecturer………………………………

36

5.2.2 Suggestion for the Students………………………………

36

5.2.3 Suggestion for the Parents………………………………..

37

5.2.4 Suggestion for the Next Researcher……………………..

37

BIBLIOGRAPHY

APPENDIXS

APPENDIX I

: The Result of Questionnaire

APPENDIX II

: The Result of reading Test score

APPENDIX III

: The Result of Product Moment Using the Raw-Score Table

APPENDIX IV

: Table of Coefficient Relation “r” Value

APPENDIX V

: The Result of Playing Time (Questionnaire)

APPENDIX VI

: The result of Video Game “Playing Most” (Questionnaire)

APPENDIX VII

: Questionnaire

APPENDIX VIII

: Reading Test

APPENDIX IX

: The Answer Key of Reading Test

LIST OF TABLES

page
Table 3.1

: The Score of Multiple-Choice Answer

26

Table 4.1

: Cronbach’s Alpha Fomula Formula

31

Table 4.2

: The “r” Product Moment Interpretation Table

31

Table 4.3

: Playing Time Result

32

Table 4.4

: Kind of Video Game which is playing most

32

BIBLIOGRAPHY

Adikara, R.E. Bermain Game Baik atau Buruk. (http:www.google.com, accessed
on 14th May 2011)
Ahmadi, Abu. 1993. Cara Belajar Yang Mandiri dan Sukses. Solo: CV Aneka

American Academy of Pediatrics (2001) „Children, Adolescents and Television‟,
Pediatrics
107(2)
:
423–6.
Available
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th
http://www.aap.org/policy/re0043.html (accessed on 14 May 2011).
Arikunto, Suharsimi. 2006. Prosedur Penelitian. Suatu Pendekatan Praktek. edisi
revisiVI, Jakarta: PT. Rineka Cipta
Barnhart. (2003). AutoSkill a helping hand for literacy: English as a second
language., from http://www.autoskill.com/pdf/ESL_Results.pdf (accessed
on 14th May 2011).
Downes, A. H. (2002) „Where Are the Childhoods in Childhood Literacy?
An Exploration in Outer (School) Space‟, Journal of Early Childhood
Literacy 1
ELSPA (Entertainment and Leisure Software Publisher Association). 2006. Unlimited
Learning: Computer and Video Games in the Learning Landscape.
http://www.elspa.com (accessed on 6th June 2011).
Gardner, B. (2001) Toys as Culture. New York: Gardner Press.
Gee, J. P. (2003) What Video Games Have to Teach Us About Learning and Literacy.
New York: Palgrave Macmillan.
Habibi. Isa. 2009. Pengaruh Game PlayStation Terhadap Prestasi Belajar Siswa
MAN Jombang. Faculty of Psychology. Universitas Islam Negeri “Maulana
Malik Ibrahim”. Malang.

Hacker, C. (1980) Home Pages: Literacy Links for Bilingual Children. Staffordshire:
Trentham Books.
Marsh, Jackie. 2003. The Technoliteracies Practice of Young Children. Sheffield
University. Macintosh. (accessed through “Google pdf-files searching” on
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http://www.ltscotland.org.uk/connected/connected9/specialfeature/eliteracy.
asp
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with new technologies. Paper given at the Annual Conference of the British
Educational Research Association, University of Warwick (September)
Miller.D (2001). Local Literacies: Reading and writing in one community. London:
Routledge.
Nazir, Ph. D. 2005. Metode Penelitian. Bogor: Ghalia Indonesia
Parker. L. Leann. 2005. Language Development Technologies for YoungEnglish
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generations and cultures. London: Routledge.
Riduwan. 2005. Metode Dan Teknik Menyusun Tesis. Bandung: ALFABETA.

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London: Routledge.
What Are the Benefits of Children Playing Video Games? | eHow.com
http://www.ehow.com/list_6325611_benefits-children-playing-videogames_.html#ixzz1uRcgAcNK

CHAPTER I
INTRODUCTION

Chapter I of this research presents such topics as; background of study,
statement of problem, purposes of study, significance of study, scope and limitation,
definition of key terms.

1.1 Background of Study
The expansions of 21st century technology has meant that adult and children
live in society where digital devices are integral to their everyday lives and society
participation. Nowadays, peoplerealized that they can’t live in this globalization
world without these technologies. We communicate, learn, work, entertain ourselves,
and shops are influenced by technology. Even, gender and aged cannot avoid the
growth of technology.
The term of “digital devices” is used to describe the items that comprise
cotemporary technological

innovations which are

made possible through

digitalization (e.g., robots, iPods, Free-pollution cars and mobile phones) and “old”
technologies (e.g., television), which have been transformed through digitisation
(Marsh et. al., 2005). The innovations of technology not only in daily needs, game
industrial has already experienced the effects of technologies developments.
Similar with

other technology innovations,

games

based

on the

computerization are most popular and joyful to play. One of the games which
showed technology development is PlayStations. This game is based on audio-visual
1

and computer. Every age limit is allowed to play this game including an adult; it is
not only definite for teenagers or children. Young children which are born in the 21th
century are socialized into the digital world and often identified as “digital natives”
(Prensky, 2001; Zevenbergen& Logan, 2008).
The factors of social-economy can be one that effecting to the PlayStation’s
expansion. The growth of the social-economyenables to the parents get PlayStation
to their children. It’s possible to the children to have their own PlayStation at home.
Besides that, the growth of PlayStation rents increases each year.
The emergence of this game has arisen some arguments about the advantages
and disadvantages of this game. In learning aspect,this game has bad effect to the
students. Bad score reports; undisciplined study time, school absences, and school
assignment abandoned are examples of bad effects of PlayStation’s addicted.
Education is a vital aspect of human being. The purpose is to raise the human
source. Hence, the education has big responsibilities to develop students’ ability,
including students’ achievement of learning process. Learning language is the way
for gathering information around the world, and the easy ways to make
understandable about science from different language. The most common language
which called by “global language” used by information developer is English.
English is one of the important languages that must be studied by people.
Nowadays, English begins to be a vital language around the world, without this
language it is impossible to many people to communicate with people in others
country. School is the best way to learn English. Many schools are already give full
attention to this subject. English itself is contains by four aspect of learning; they are
2

reading, writing, listening and speaking.Achieving English learning goals are fully
depends on two main factors of learning; they are skills and motivations (Gardner,
2001). Gardner states that, “to optimizing students’ motivation, learning process
needs three basic elements of learning; they are teachers, materials, and media”. In
order to achieving English learning goals, the development of technology has
brought the attractive attention to the many educators and researchers for possibility
to use them for educational purposes, particularly for supporting literacy
development (Gee, 2003).
Find some attractive media that related to the students’ need is a difficult task
for the best part of the teachers. Warschaucher (2003) states that one attractive media
is useful for delivering media to the students; the students will easily absorb the
material in the way that they interested in. The researcher is interested on
PlayStation, because it is played by the best part of people, and the researcher
assume that PlayStation has an advantages on education system, especially on
learning English. PlayStation itself have many various kinds of game, for example
sports, daily live, adventures, business ruins, ect. Because of that, the researcher had
a notion of PlayStation which are able to increase the concentration level of brain. It
had been noticed that gamers adopt an attitude while playing PlayStation in such of
highly concentration; they do not realize that they are learning. And the similar
attitude of concentration could be adopted at school. This is the significant benefits
can be used by the teacher to delivering the material and the students will absorbed
the material easily.

3

On last previous research conducted by Husniah (2003) ”The Correlation of
Video Games on Students’ Aggression Attitude Formations of SLTPN 3 Sidoarjo
Grade II” states that there was correlation between these two variables with
percentage of 10,7%.By using Product Moment formula, the results are r = 0,328 and
P = 0,003. It was explainable, when the students on highly intensity of playing video
game, the raising of students’ interest on learning activity using video games will
increase so.
Second research conducted by Habibi (2009) “The Influence of PlayStation to
the Learning Achievement of Students’ MAN Jombang”. This research is focused on
the influence of PlayStation to the students’ learning achievement. On the result of
research using Product Moment formula, indicated that the influence of PlayStation
to the students’ learning achievement r = 38,2% based on the coefficient correlation
values 0.328.
The influence of PlayStation to the learning achievement has been proven.
Hence, the researcher is interested on researching about there is or no influences of
Playstationin children’s reading English learning achievement.
Technology is a potential solution for supporting English language
development in school settings. Many educators are using the technology advantages
to make them easier to delivering material information to the students. Because of
language learning is start so early when people were born, it is important to consider
some alternatives way to learn English, particularly in out of school setting.
Todays literacy is no longer viewed as grammar and structured of the
sentences. Literacy now is include a wider range of semiotic systems that cut accross
4

reading, writing, viewing and speaking (Synder, 2001; Street, 2001; Cloonan, 2005).
Reading and writing, both of these words, especially reading, invoke some responses
from parents, educators and wider community. Many discussions are exist about how
is reading should be taught, and many controversies are arisen as to decided which
method are better to used for teaching reading.
Therefore, it is important to the children to learn literacy besides school
setting. Studies today has identified about building bridge between home and school.
There is no hesitancy that might be possible to used home environment as a learning
area. The educators are considering that the real world extends beyond the classroom.
The utilization of home area as education circle has the positivity effects. In
order to increase the children’s literacy, any technologies of out-school setting are
accepted. This may lead to one question whether new educational technologies are
present one possibility for delivering the academic needs of low-performing English
language learners, in out-school range. As we know the maximal learning
achievement are not depends only by internal factors, but external factors are
included.
Games are one of the external factors which have effects to the children’s
English achievement. PlayStation is one of the technology-games that can be an
alternative media to learn English. Because of PlayStation is made from foreign
country and it is already became an international product, it is possible to have three
or more different languages which are display as game instructions. But
PlayStationhas made specification of the language; it is changed into English as a
permanent language. Hence, the children who are playing with this game, they will
5

not realize that they already learn some new vocabularies and new sentences during
play the game. This is called "learning by doing" while playing video games while
fostering creative thinking. It is impossible to the players (children, in context) to
accomplish the game without they do not understand the game instructions, which is
appeared as English language form.
Westera states that, social commentators have created the terms of
“techno-optimist” and “techno-pessimist” to describe people’s perceptions of the
inclusion of digital technology in everyday life (2005). Many people judged that
PlayStation do not have any regulation to count in as educational technologies.
Based on people’s perception of PlayStation, this research is move on in order to find
out whether PlayStation has effect to the children’s English language achievement or
not, particularly English reading skill.

1.2 Statementof Problems
Based on the background above, the writer formulates the problem as follows:
1.

Is there any influence of PlayStation to the children’s English reading

achievement?

1.3 Hypothesis
Hi : PlayStation influenced the children’s English reading achievement.
Ho :PlayStationnot influencedthe children’s English reading achievement.
1.4 Purpose of Study
The purposes of the study are described as follows:
6

1. To investigate whether PlayStation has effects to the children’s English reading
achievement.
2. As an application of knowledge which is gained during lectured process to the
developing cases on the society.
3. As a prerequisite to achieve Sarjana degree in English Education.

1.5 Significant of Study
The significant of study are described as follows:
1. To assisting parents, educators and society to know more and deeply understand
how far PlayStation’s positive-effects to the children’s English learning
achievement, particularly on reading skill.
2. To education’s development, as a material considering of the possibility of
PlayStation’s utilization as an alternative media to learn English.

1.6 Scope and Limitation
Scopes of the study are followed by PlayStation game and children’s English
learning achievement. On the other hand, the limitation of the study is only focused
on the English reading skill. Scope and limitation are written on purpose to decrease
broader discussion of the study.

1.7 Definition of Key Terms
7

1. PlayStation

: Kind of video-game console released by Sony Computer
Entertainment in December 1994. One of the game
technologies developments based on the computerization and
audio-visual features.

2. Reading skill

: One of four aspects of language learning, which define as
act of look at or understand something written or printed.

3. Achievement

: The result of learning process which is gain by students
during lectured and tasks in school area

8