Narrative Devices in Video Game

are conducted. The treatment only directed once by the researcher then the experimental group tried the strategy themselves. The result is that there is a significant effect of the strategy used in the test. It is proved by the test result that the students’ comprehensions are increased after using the strategy. 24 The fourth study is conducted by Romli with the title ‘Improving Students’ Reading Comprehension of Narrative Text through Story Mapping’ from UIN Syarief Hidayatullah Jakarta. The purpose of this study is to get the empirical prove in improving the students’ reading comprehension of narrative text through story mapping. The researcher using a Classroom Action Research method, where he conducts observations, interviews, questionnaires and tests. The result for this study is that the story mapping method brings an improvement to the students’ comprehension in narrative texts. 25 The results of the studies above are involving many kinds of methods in language learning, which can inspire many teachers in teaching narrative texts. It is proved that there are many ways to learn to comprehend English narrative texts. That is why researcher wants to try another method. In this study, role playing game is going to be used and expected to have effects on students’ reading comprehension skills. There are many differences and similarities from the study above with the researcher study. From the first and second study, both using video games as the tool for learning which the writer will use for this study. Meanwhile the third and fourth study using a story mapping and narrative comprehension cards strategy as the method of learning. The participants are varies from all of the study above, the researchers mostly pick intermediate level students while the writer will choose from Junior High School students in Jakarta Selatan. 24 Puspa Erika, The Effect of Using Narrative Comprehension Cards Strategy toward Reading Comprehension on Narrative Text of the Second Grade Students at SMAN 2 Bagan Sinembah Rohil Regency, Skripsi for undergraduate Sultan Syarif Kasim Riau State Islamic University, 2015. 25 Muhamad Romli, Improving the Students’ Reading Comprehension of Narrative Text through Story Mapping, Skripsi for undergraduate Syarif Hidayatullah State Islamic University. 2014.

E. Thinking Framework

In learning second language, reading skill is one of the skill that learner must have. It is because in order to understand a text in the target language one has to understand the meaning of each words then connecting all the information with the prior knowledge. The researcher feels it herself when she was learning English for the first time, find it hard to understand what is the meaning of each word and what it is about. The urge to look for the meaning of the word is not enough for a child her age and this is proved by her friends too. The lack of teachers’ creativity is a crucial matter to the students in teenage. How to attract the students’ attention is important in order to motivate them to learn second language. This is why the researcher tries to find a way by using the modern technology that actually intriguing to children these days and children at teenage love to play games and trying something new. This study is hoping to be useful for teachers’ creativity in engaging students while not in the class. While homework seems to be scary back then, this time the researcher assume that it will be more exciting and interesting.

F. Theoretical Hypothesis

Based on the problem formulation, the hypothesis of this research is “Video game has positive effec t on students’ reading comprehension of narrative text at the Eighth Grade Students of SMPN 96 Jakarta. ”

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