THE USE OF TEAM GAME TOURNAMENT TO IMPROVE STUDENTS’ ELT CLASSROOM INTERACTION AND READING COMPREHENSION IN RELATION TO SELF-EFFICACY

H. Gani
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引用次数: 2

Abstract

This research is aimed to find out the implementation of Team Game Tournament to improve students’ classroom interaction and reading comprehension viewed from self-efficacy. The subject of this study was 30 students at second grade students of SMPN 5 Kopang. Which consists of 14 males and 16 females. This study was classroom action research (CAR) with two cycles, each cycle consists of four steps: planning, acting, observing and reflecting. The first cycle was focused on the students’ classroom interaction. Meanwhile, the second cycle was oriented to solve the students’ improvement of reading comprehension. The data gathering used reading test, observation sheet, and questionnaires and analyzed by using quantitative and qualitative approach. The result of the questionnaire showed the students score in the first cycle was 16.86 or 56% and the second cycle showed the students' score was 27.10 or 90.3% indicating the target of 75 of the minimum criterion has been achieved, it means that the action was stopped in the cycle 2. In other words, the students’ classroom interaction and reading comprehension in relation to self-efficacy was improved by implementing team game tournament (TGT) for the eighth-grade students of SMPN 5 Kopang.
利用团队游戏比赛提高学生的英语课堂互动和阅读理解与自我效能感的关系
本研究旨在从自我效能感的角度探讨团队游戏比赛的实施对提高学生课堂互动和阅读理解的作用。本研究以30名小学二年级学生为研究对象。由14名男性和16名女性组成。本研究为课堂行动研究(CAR),分为两个周期,每个周期包括四个步骤:计划、行动、观察和反思。第一个周期的重点是学生的课堂互动。同时,第二个周期以解决学生阅读理解能力的提高为导向。数据收集采用阅读测试、观察表、问卷调查等方法,采用定量与定性相结合的方法进行分析。问卷结果显示学生在第一个周期的得分为16.86或56%,第二个周期的得分为27.10或90.3%,表明最低标准75的目标已经达到,这意味着行动在第二个周期停止。也就是说,通过对SMPN 5 Kopang的八年级学生实施团队游戏比赛(TGT),学生的课堂互动和与自我效能感相关的阅读理解得到改善。
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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