The Use of Board Game to Improve Students’ Writing Skill of the Descriptive Text at SMPN 18 Surabaya

Rukiyah Rukiyah
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引用次数: 2

Abstract

The study examined the implementation of board games through the students’ achievement in writing skill through descriptive text at SMPN 18 Surabaya. It used the pre-test post-test design in classroom action research model for the students in class VIII-G as subjects selected from sampled classes. T-test was used as the statistical technique for the data analysis. The hypotheses were tested at 0.05 level of significance. The results showed the data in the tables t-Test: Paired Two Sample for Means (VIII-G) reveal that the obtained t-value was -10.83171521 which were well above the limit of 0.05 of significance. The post-test had a higher mean of 80.39473684. While the pre-test had a mean of 69.36842105. Because p-value (4.97263E-13) was less than the standard significance level of 0.05, researchers can reject the null hypothesis (Ho). Thus, the second hypothesis (Ha) was accepted regarding there is significant effect of the implementation of board games through the students’ achievement in writing skill through descriptive text. It is hereby recommended that English teachers should adapt this model to enhance students’ achievement in other English skills. For students, it is suggested they have to be more paying attention to the model of teaching being applied such as the implementation of board games through the students’ achievement in writing skill through descriptive text so they can be able to explore their skill of writing as well. Other researches, however, should explore to investigate the effect of other games on specific writing genres.  
利用桌游提高smpn18泗水中学学生描述性文字写作技巧
该研究通过SMPN 18 Surabaya通过描述性文本的学生在写作技能方面的成就来检查棋盘游戏的实施。采用课堂行动研究模型中的前测后测设计,从抽样班级中选取VIII-G班的学生作为研究对象。采用t检验作为数据分析的统计技术。假设在0.05显著性水平上进行检验。结果显示,表t-Test: Paired Two Sample for Means (VIII-G)中的数据显示,得到的t值为-10.83171521,远高于0.05的显著性极限。后验均值较高,为80.39473684。而前测均值为69.36842105。由于p值(4.97263E-13)小于0.05的标准显著性水平,研究人员可以拒绝原假设(Ho)。因此,第二个假设(Ha)被接受,即桌面游戏的实施通过学生通过描述性文本的写作技能的成就有显著的影响。因此,建议英语教师采用这种模式来提高学生在其他英语技能方面的成就。对于学生来说,建议他们更多地关注正在应用的教学模式,例如通过描述性文本实现学生写作技能的成就来实施棋盘游戏,这样他们也可以探索自己的写作技能。然而,其他研究应该探索其他游戏对特定写作类型的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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