The Effect of Using Board Games on Achievement Motivation and Students' Mastery in English Vocabulary of The Sixth Grade Students of Elementary School in Selat Klungkung Regency

I GUSTI AYU AGUNG MIRAH MEYLIANA ., DR. NI MADE RATMININGSIH, M.A. ., DR. I GEDE BUDASI, M.Ed.DIP APPLIN .

Abstract


Penelitian eksperimen ini bertujuan untuk menginvestigasi (1) pengaruh dari Board Games terhadap motivasi berprestasi siswa, (2), pengaruh dari Board Games terhadap penguasaan kosa kata siswa, (3) pengaruh simultan dari Board Games terhadap motivasi berprestasi siswa dan penguasaan kosa kata siswa kelas enam di Desa Selat Kabupaten Klungkung. Populasi dalam penelitian ini adalah siswa kelas 6 sekolah dasar di Desa Selat Kabupaten Klungkung dengan jumlah total siswa yaitu 80 orang. Dua kelas dipilih menggunakan teknik random sampling yang terdiri dari 50 siswa. Siswa SDN 2 Selat digunakan sebagai kelas eksperimen dengan menggunakan metode pembelajaran Board Games. Sementara itu siswa SDN 4 Selat digunakan sebagai kelas control dengan menggunakan metode pembelajaran konvensional. Data dikumpulkan dengan menguunakan kuisioner motivasi berprestasi dan vocabulary mastery tes. Data dianalisis menggunakan Multivariate Analysis of Variance (MANOVA) yang dibantu dengan SPSS 17.00 for windows. Temuan penelitian ini adalah; (1) terdapat perbedaan yang signifikan antara motivasi berprestasi siswa yang belajar menggunakan board games dan motivasi berprestasi siswa yang mengikuti model pembeajaran konvensional (F = 8.340; p<0.05 ), (2) terdapat perbedaan yang signifikan anatara penguasaan kosa kata siswa yang belajar menggunakan board games dan penguasaan kosa kata siswa yang mengikuti model pembelajaran konvensional ( F = 46.610; p<0.05), (3) terdapat pengaruh yang simultan terhadap hasil dari motivasi berprestasi siswa dan penguasaan kosa kata siswa.
Kata Kunci : motivasi berprestasi, penguasaan kosa kata bahasa inggris, permainan papan

This experimental study aimed at investigating (1) the effect of Board Games on students’ achievement motivation, (2) the effect of Board Games on students’ vocabulary mastery and (3) simultaneous effect Board Games on achievement motivation and vocabulary mastery of the sixth-grade students in Selat Klungkung Regency. The research was designed in the terms of using post-test only control group design. The population of this study was the sixth-grade students of the primary school in Selat Klungkung sub-district with the total number of 80 students. Two classes were selected through random sampling technique as the sample of the study which consisted of 50 students both. Students in SDN 2 Selat were experimental group and were treated by using Board Games. Besides, students in SDN 4 were used as the control group and were treated by Conventional Technique. The data were collected by conducting achievement motivation questionnaire test and vocabulary mastery test. The acquired data were analyzed statistically by One-way MANOVA (Multivariate Analysis of Variance) assisted by SPSS 17.00 for windows. Research results showed that: (1), achievement motivation of students who learned using board games were significantly better than achievement motivation of students who followed conventional learning model (F = 8.340; p<0.05), (2) vocabulary mastery of students who used board game was significantly better than vocabulary mastery of students who followed conventional learning (F = 46.610; p<0.05), and (3) there was a simultaneous effect on achievement motivation and vocabulary mastery
keyword : achievement motivation, vocabulary mastery, board game



DOI: https://doi.org/10.23887/jpbi.v5i2.2463

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