THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING TO LEARN DESCRIPTIVE WRITING A Thesis Presented as a Partial Fulfillment of the Requirement to Obtain the Bachelor Degree in the English Linguistics Study Program

  

THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING

TO LEARN DESCRIPTIVE WRITING

A Thesis Presented as a Partial Fulfillment of the Requirement to Obtain the

Bachelor Degree in the English Linguistics Study Program

  

By:

Andreas Setiawan A.

  

13.80.0028

ENGLISH DEPARTMENT

FACULTY OF LANGUAGE AND ARTS

SOEGIJAPRANATA CATHOLIC UNIVERSITY

SEMARANG

  

2017 LAMPIRAN KEPUTUSAN REKTOR UNIVERSITAS KATOLIK SOEGIJAPRANATA Nomor : 0047/SK.Rek/X/2013 Tanggal : 7 Oktober 2013 Tentang : PERNYATAAN KEASLIAN SKRIPSI/TUGAS AKHIR DAN THESIS .....................................................................................................................................

  Dengan ini saya menyatakan bahwa dalam skripsi yang berjudul

  “THE

STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING TO

LEARN DESCRIPTIVE WRITING

   ini tidak terdapat karya yang pernah

  diajukan untuk memperoleh gelar kesarjanaan di Perguruan Tinggi, dan sepanjang pengetahuan saya juga tidak terdapat karya atau pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan disebutkan dalam daftar pustaka.

  Apabila di kemudian hari ternyata terbukti bahwa skripsi ini sebagian atau seluruhnya merupakan hasil plagiasi, maka saya rela untuk dibatalkan, dengan segala akibat hukumnya sesuai peraturan yang berlaku pada Universitas Katolik Soegijapranata dan/atau peraturan perundang-undangan yang berlaku.

  Semarang, 06 November 2017 Andreas Setiawan NIM : 13.80.0028

  A THESIS ON

THE STUDENTS’ PERCEPTIONS ON GROUP-BASED GAME MAKING TO LEARN DESCRIPTIVE WRITING

  By: Andreas Setiawan A. Student Number: 13.80.0028 Approved by,

Dra. Cecilia Titiek Murniati, M.A., Ph.D October 24, 2017

Major Sponsor

Drs. Y.E. Budiyana, M.A October 24, 2017

Co-Major Sponsor

  

A thesis defended in front of the Board of Examiners in October 24, 2017 and

declared acceptable

BOARD OF EXAMINERS

Chairperson : Dra. Cecilia Titiek Murniati, M.A., Ph.D . . . . . .

  Secretary : Drs. Y.E. Budiyana, M.A. . . . . . . Member : Antonius Suratno, Ph.D . . . . . . Semarang, October 24, 2017 Faculty of Language and Arts Soegijapranata Catholic University Dean, Angelika Riyandari, Ph.D NIP: 056.4.1998.768

  

ACKNOWLEDGEMENTS

  First of all, I would like to praise and thank my Almighty God, Jesus Christ for His mercy, blessing, and guidance along the process of writing this thesis. The strength, patience, and resilience that He has given to me has made me possible to finish this thesis well.

  I would also like to give my biggest thanks and love to my beloved family.My father, Agus Ruchiyat Akim; my aunts, Erni Akim and Erli Akim; my uncles, Rahman Akim and Musa Akim; and my cousin, Veren Natalia; and especially my grandmother, Tuti Gandaprijatna, who always pray for me and support me to finish my thesis well.

  Third, I would like to express my biggest gratitude to Dra. Cecilia Titiek Murniati, Ph. D., as my major sponsor for her encouragement and support during the process of my thesis writing. Similar gratitude goes to Drs. Y. E. Budiyana, M.A. as well. His expertise and advice have helped me a lot in my thesis writing progress. I deeply thank both of your time, patience, guidance, and encouragement during the thesis writing process.

  I would also like to thank my honorable Faculty of Language and Arts lecturers, Pak Anton, Pak Retang, Bu Ike, Pak Adhy, Bu Eka, Bu Wur, Bu Ninik, Miss Lingga, Bu Heni, and Bu Merry who have taught me important and precious knowledge, skills, and things which are very useful and valuable for my future and life during my college years. My thanks also go to Pak Udik, Bu Retno, and Pak Agus as well who have helped me complete all of the necessary paperwork.

  Next, my sincere thanks go to all of my friends and colleagues who have supported me and made my life colorful. They are Yosua Christianto, Nita Silviani, Alan Christian, Yosia, Andreas Setiabudi, and Christian Sulaeman, Venesia C. Dewi, Narasoma AW, Daniel Sigit, Alexander PH, Hendrianto, Vincent Andrew, Samuel Christianto, Lidia Kristina, Imelda AW, Bella Arti, Michael Jonathan, Hendrikus Raka, Anna Violita, my family in Christ (Gereja

Mawar Sharon Tower of Victory’s Army of God, Semarang), my Student Get

  Student family, and especially Ellsa Puspita, Florencia Devina, and Melina Augustin who have struggled together with me to achieve our Bachelor Degree. I love you all.

  Last but not the least, I would like to thank the people who have contributed and helped me in this thesis. Thank you for your supports, cares, ideas, prayers, and love. May God bless you all!

  

TABLE OF CONTENTS

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  

LIST OF TABLES

  

  

  

  

LIST OF FIGURES

  

  

ABSTRACT

  In this modern era, one of the most interesting inventions in the field of entertainment is games. Not only could games relieve our stress from daily routines, boredom, etc., but they could also be used as a medium for learning. The purpose of this study is to discover the

  Faculty of Language and Arts students’ perceptions on the group-based game making to learn descriptive writing. The data were taken from 24 freshmen in batch 2016 of the Faculty of Language and Arts, Soegijapranata Catholic University. For data collection, the writer used a close-ended, Likert Scale questionnaire with four arranged options. The analysis method used in this study is quantitative method which uses a simple descriptive statistics analysis. Also, the writer would like to find out the correlations between the students’ gender and gaming skill with their interest in creating a game for different writing genres and their difficulty in creating the game itself using Kruskall-Wallis test. The results of the study showed that the students’ perceptions on the group-based game making to learn descriptive writing is positive. Students found that games were useful and helpful to be applied for descriptive writing practice as it gave them various supportive multimedia aids such as visual illustration, audio support, content editor, etc. and group-based game making activity also enhances their communication, peer solidarity, and language skills.

  As for the correlations, the result showed that students’ gender and gaming skill did not affect their interest in creating a game for different writing genre and their difficulty in creating the game.

  

ABSTRAK

  Di era modern ini, salah satu penemuan yang paling menarik di bidang hiburan adalah game. Game tidak hanya dapat meringankan stress kita dari rutinitas sehari-hari, rasa bosan, dll., tetapi game juga bisa digunakan sebagai media pembelajaran. Tujuan dari penelitian ini adalah untuk mengetahui persepsi mahasiswa dari Fakultas Bahasa dan Seni tentang pembuatan game berbasis kelompok untuk belajar menulis deskriptif. Data diambil dari 24 mahasiswa angkatan 2016 Fakultas Bahasa dan Seni, Universitas Katolik Soegijapranata. Untuk pengumpulan data, penulis menggunakan kuesioner tertutup Likert Scale dengan empat pilihan tersusun. Metode analisis yang digunakan dalam penelitian ini adalah metode kuantitatif yang menggunakan analisis statistik deskriptif sederhana. Selain itu, penulis juga ingin mengetahui korelasi antara gender dan keahlian bermain siswa dengan minat mereka dalam menciptakan game untuk

  

genre penulisan yang berbeda dan tingkat kesulitan mereka dalam menciptakan

game itu sendiri dengan menggunakan uji Kruskall-Wallis. Hasil penelitian

  menunjukkan bahwa persepsi siswa terhadap pembuatan game berbasis kelompok untuk belajar menulis deskriptif adalah positif. Siswa merasa bahwa pengaplikasian game berguna dan bermanfaat untuk diterapkan pada praktik penulisan deskriptif karena game memberi mereka berbagai alat bantu multimedia yang mendukung proses pembelajaran seperti ilustrasi visual, dukungan audio, editor konten, dll. dan aktivitas pembuatan game berbasis kelompok juga meningkatkan komunikasi, solidaritas, dan kemampuan bahasa para siswa. Untuk korelasi, hasilnya menunjukkan bahwa gender dan keahlian bermain game siswa tidak mempengaruhi minat mereka dalam menciptakan game untuk genre penulisan yang berbeda dan tingkat kesulitan mereka dalam menciptakan game.

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