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SELF MADE RPG AS AN ALTERNATIVE TO IMPROVE THE 4TH GRADE GLORIA CHRISTIAN ELEMENTARY STUDENTS READING AND LISTENING SKILLS

1 Introduction 1.1 Background information 1.2 Purpose / Motivation of the study 1.3 Significance of the study 1.4 Research questions 1. How can Self-Made RPG as an alternative to improve the 4th Grade Elementary Students Reading skill? 2. How can Self-Made RPG as an alternative to improve the 4th Grade Elementary Students Listening skill? 2. Literature Review 3. Methodology 3.1 Research design To collect the data, I will use Quasi-experimental design (an experimental group and a control group). The data will be divided into two sections. The first part is control group. The experiment which uses traditional treatment (English classroom structure) also pre test and post test. The second part is Experimental group. The experiment which uses treatment RPG also pre test and post test. The data will be compared and the result will be noted down and summarized into data analysis. Next, the data will be written down.

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3.2 Participants The learning program will be designed to be used for the 4th grade Gloria Christian Elementary School, Surabaya, Indonesia and will be distributed to the whole 50 students (two classes). 3.3 Materials An English learning video game (Self Made RPG). In this material, I will create and set my video game with the story board which uses listening and reading skills. I will prepare three kinds of game for the treatment. 3.3 Instrument For instrument, I will use self made RPG, pre test and post test also traditional treatment (English teaching material as usual). 3.4 Procedure In one class, I will use pre test before giving the traditional treatment (learning classroom structure), and giving the post test after doing the traditional treatment. In another class I will use pre test before giving the treatment (RPG), and giving the post test after doing the treatment. 3.5 Data collection Before starting to design the learners learning program, I need to gather data to decide which topic is needed for learners. The data will come mostly from the elementary curriculum. Another data will come from several programs, especially those who have already used RPG in teaching. The first group is those who have a traditional treatment. The second group is those who have a RPG treatment. There are two questionnaires that have been collected for each class.

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Other data will be gathered learnersevaluation. It is collected by having several observations of the teachers using of the RPG treatment and traditional treatment in the teaching process. I will compare the result from two classes which learn English use traditional treatment and RPG treatment. The data is collected by reading several reports and journals about learning RPG training program effectiveness. It is also added by my own observations on two classes. 3.6 Data analysis REFERENCES Ang, C.S., Zaphiris, P. (2005). Developing Enjoyable Second Language Learning Software Tools: A Computer Game Paradigm. User-Centered Computer Aided Language Learning, Centre of Human-Computer Interaction Design City University, London, Uk. Baoyunhe, Yinfengma, (2005). Network Game Curriculum -- Exploration of the game and education balance. Modern, Education Technology. Booth, W. C., Colomb, G. G., & Williams, J. M. (1995). The craft of research. Chicago, IL: University of Chicago Press. Choi, Shing Yan, Chen Chien han, (2011, May). Investigating EFL Speaking through Second Life from the Perspective of Flow Theory. National Taichung University of Education 28th International Conference on English Teaching and Learning in the R.O.C, Taipe, Taiwan. Gee, James Paul. (2003). What Video Games Have to Teach Us About Learning and Literacy: http://www.amazon.com/exec/obidos/ASIN/1403961697/qid=1062706188/sr=21/ref=sr_ 2_1/002-5282466-9651248 Goodwyn, Andrew. (2004). English teaching and the moving image, New York, Routeledge Falmer.

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Guanmingshu, Lead to the best learning Computer games, http://www.ccu.edu.tw/TANET2001/TANET2001_Papers/J130.doc. H. Gardner. (1993). Frames of mind: The theory of multiple intelligences(2nd Edition), New York,Basic Books, pp. 59-62. Larsen Diane. (1986). Techniques and Principles in Language Teaching, London, Oxford University Press. L, Henry. (2003). Group Narration: Power,Information, and Play in Role Playing Games website: http://www.darkshire.net/~jhkim/rpg/theory/lizpaper-2003/ Mayer Richard E. (2009). Multimedia Learning Second Edition, Cambridge, Cambridge University Press. Nuttall, Christine E. (1996). Teaching Reading Skills in a Foreign Language, Chicago. Panhuadong. (2003). To create a happy sky for Children playing and learning , Information Technology Education, IEEE Explore Digital Library, pp. S2D-24 - S2D-28. P. Chapman. (1999). Young children learning, London, Sage Publications Inc. Ping, Zhou Jian. (2002). On the Theory of Teaching in Games, Theory and Practice of Education. Seliger Herbert W & Elana Shohamy. (1997). Second Language Research Methods. Oxford University Press, pp Tongxiang, Xie. (2006). Edugame : A Practice to Combine Education and Entertainment, Modern Education Technology. Y. B, Kafai. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, pp. 3440. Zhangjing. (2005). The Inspiration of Inquiry Teaching under the instruction of Multiple Intelligence theory. Instructional Research, pp. 19-22.

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