Peer Cue Caesar Cipher Game as Strategy to Improve Students’ Writing Ability at First Grade Students of SMAN 3 Malang.

Kusuma, DinaTriArti (2016) Peer Cue Caesar Cipher Game as Strategy to Improve Students’ Writing Ability at First Grade Students of SMAN 3 Malang. Sarjana thesis, Universitas Brawijaya.

Abstract

Studi Penelitian Tindakan ini dirancang untuk meningkatkan kemampuan menulis siswa dalam menulis teks deskriptif dan memotivasi siswa dalam kegiatan belajar dan mengajar dengan menerapkan permainan Peer Cue Caesar Caesar Cipher. Tujuan dari penelitian ini adalah untuk mengetahui berapa banyak peningkatan kemampuan penulisan siswa setelah diajarkan dengan menggunakan strategi permainan Cue Cue Caesar dan untuk mengetahui bagaimana Peer Cue Caesar Cipher Game dapat memotivasi siswa dalam kegiatan belajar mengajar di kelas satu SMAN 3 Malang. Penelitian ini menggunakan penelitian tindakan kelas (mobil) yang dilakukan untuk menyelesaikan masalah siswa dalam penulisan bahasa Inggris. Penelitian tindakan kelas dilakukan berdasarkan desain KEMMIS dan Taggart. Peneliti melakukan siklus yang siklus terdiri dari perencanaan, akting, observasi, dan refleksi. Data dikumpulkan melalui data kualitatif dan kuantitatif. Data kualitatif diperoleh dengan menganalisis daftar periksa observasi dan catatan bidang. Kemudian, data kuantitatif diperoleh dari skor penulisan pre-test siswa dan uji setelah siklus. Temuan penelitian ini menunjukkan bahwa implementasi Game Peer Cue Caesar Cipher berhasil karena kriteria kesuksesan tercapai. Kriteria adalah 75% siswa dapat lulus skor target 80 berdasarkan KKM. Temuan ini menunjukkan bahwa 82% siswa telah mencapai skor target. Selain itu, kriteria kedua adalah siswa yang termotivasi dalam proses belajar mengajar. Hasil observasi, tes, dan kuesioner menunjukkan bahwa permainan peer cue caesar cipher dapat meningkatkan kemampuan mereka secara tertulis dan dapat memotivasi mereka dalam menulis strategi ini dengan menerapkan proses pembelajaran mereka. Berdasarkan temuan yang disebutkan sebelumnya, penulis menyarankan bahwa guru bahasa Inggris dapat menerapkan strategi permainan Cue Cue Ceesar dalam mengajar menulis untuk memotivasi siswa dalam belajar menulis bahasa Inggris.

English Abstract

This action research study is designed to improve students’ writing ability in writing descriptive text and motivate the students in learning and teaching activity by implementing peer cue Caesar cipher game. The objectives of this study are to find out how much students’ writing ability improvement after being taught by using peer cue Caesar cipher game strategy and to find out how peer cue Caesar cipher game can motivate students in teaching and learning activity at first grade students of SMAN 3 Malang. This study used Classroom Action Research (CAR) which is conducted to solve the students’ problem in English writing. The classroom action research was done based on Kemmis and Taggart’s design. The researcher conducted a cycle which the cycle consists of planning, acting, observing, and reflecting. The data were gathered through qualitative and quantitative data. The qualitative data were gained by analyzing the observation checklist and field note. Then, quantitative data were obtained from the students’ writing score of pre- test and test after cycle. The finding of this study indicated that the implementation of peer cue Caesar cipher game was successful since the criteria of success were achieved. The criterion was 75 % of students could pass the target score 80 based on the KKM. The finding showed that 82% of students had already achieved the target score. Besides, the second criterion was the students who become motivated in teaching learning process.The result of observation, test, and questionnaire showed that peer cue Caesar cipher game could improve their ability in writing and could motivate them in learning writing by implementing this strategy in their learning process. Based on the findings mentioned before, the writer suggests that the English teacher could implement peer cue Caesar cipher game strategy in teaching writing in order to motivate students in learning English writing.

Item Type: Thesis (Sarjana)
Identification Number: SKR/FBS/2016/664/051608806
Subjects: 400 Language > 420 English and Old English (Anglo-Saxon)
Depositing User: Budi Wahyono Wahyono
Date Deposited: 09 Sep 2016 14:07
Last Modified: 21 Oct 2021 02:48
URI: http://repository.ub.ac.id/id/eprint/102578
[thumbnail of bab_1-bab_5.pdf]
Preview
Text
bab_1-bab_5.pdf

Download (5MB) | Preview
[thumbnail of DECLARATION_OF_AUTHORSHIP.pdf]
Preview
Text
DECLARATION_OF_AUTHORSHIP.pdf

Download (2MB) | Preview
[thumbnail of SKRIPSI_Anggraena_Ristiaji_Putri_0911110119_FIB.pdf]
Preview
Text
SKRIPSI_Anggraena_Ristiaji_Putri_0911110119_FIB.pdf

Download (4MB) | Preview
[thumbnail of Abstract_Anggraea_R_P_0911110119.pdf]
Preview
Text
Abstract_Anggraea_R_P_0911110119.pdf

Download (2MB) | Preview

Actions (login required)

View Item View Item