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Artikel PPL Nana
Artikel PPL Nana
Mariana
1
State Islamic Institute of Parepare
Amal Bhakti Street No.8, Bukit Harapan, Soreang, Parepare Regency, South Sulawesi 91131,
Indonesia.
ABSTRACT
The Batman Fun Activity Game is presented in Microsoft Power Point and used in
online learning via zoom. This article aims This article aims to see how effective the use of
Batman Fun Activities Game in Present Perfect Tense Learning in X Multimedia 1 SMK
Negeri 3 Parepare. This study uses This study uses descriptive research. The descriptive
research is obtained using a combination research approach for data collection and data
analysis and drawing conclusions. As well as the formulation of the problem answered
through research using quantitative and qualitative. To obtain quantitative data, the writer
uses the method of distributing questionnaires, giving questions through Batman Fun
Activities and tests. While the qualitative method writer uses online interviews.
Questionnaires are used as suggestions for finding data related to student responses to the use
of Batman Fun Game. Based on the results of the existing analysis and discussion, the
effectiveness of using Batman Fun games in online learning, it can be concluded that it is
running really well and effective.
INTRODUCTION
Education of the 21st century is drastically changing than any going before decades
some time. Technology has become deciding figure in making difference education and
lesson being important and effective for millenial students. Therefore, teacher must be able to
make the class more interesting both in online and offline learning situations. In order, to still
achieve the competence of the English language itself.
The objective of teaching English is improving the students four competences, they
are writing, speaking, reading and listening. The four abilities are related each other. To
master writing ability, someone has to understand well about grammar, to master reading,
someone has also knowing well about vocabulary. Vocabulary itself has a deep contact in
speaking ability. While listening competence needs speaking fluently. All of that are related
to each other.
Besides, in learning english, students have to master a grammar. One of grammar
consists of Tenses. By learning the Tenses, students respectively understand how to make
sentence based on specific time and how to relate one word with others.
Grammar may be roughly defined as the way of language manipulates and combines
words (or bits or words) in order to form longer units of meaning. In other words grammar is
defined as the way how the words can be combines together to make meaningful and
understandable expressions either spoken or written. For example, in English as Auxilary
(have) is used for the third person plural (I, you, we, they), so when (have) is combined with
the subject (she, he, it) the result is ungrammartical, such as in the sentence She have eaten.
Therefore, Grammar takes impotant role in English.
In this case, the teacher must have an coriusly technique for students in the class to
create it more communicative and enjoyable, such as demontration, illustration, TPR
activities, and problem solving activities.
The Batman Fun Activity Game is presented in Microsoft Power Point and used in
online learning via zoom. This game depicts a superhero character, namely Batman and one
of the greatest enemy is Joker. According to Mardi et al (2007: 69) Microsoft Power Point is
one of application program from Microsoft that can be used to create an interesting
presentation, whether to hold a meeting or planning other activities including use as a
learning media in school.
This game contains missing sentences that will be filled with auxiliary verbs. And
there are several options that students will choose later. When students answer wrong,
Batman will fall into the hole and Joker will survive and laugh. And vice versa, when
students answer correctly, Batman will survive.
The writer uses this activity because it easy for the teacher to make the desired quiz
questions according to the material used, for example making questions about the present
perfect tense as applied by the writer in online learning.. This article aims to see how
effective the use of Batman Fun Activities Game in Present Perfect Tense Learning in X
Multimedia 1 SMK Negeri 3 Parepare.
RESEARCH METHOD
Based on the explanation above, this research is a descriptive study obtained using a
combination approach using quantitative and qualitative methods for data collection and data
analysis and drawing conclusions. where the qualitative data obtained will be described in
accordance with existing data analysis techniques using the combination approach, the writer
hopes to get complete data.
Procedure
Data collection techniques are one of the important elements in a study. As well as the
formulation of the problem answered through research using quantitative and qualitative. To
obtain quantitative data, the writer uses the method of distributing questionnaires, giving
questions through Batman Fun Activities and tests. While the qualitative method writer uses
online interviews.
Questionnaires are used as suggestions for finding data related to student responses to
the use of Batman Fun Game. The questionnaire contains several statements that are assessed
by students by what they feel and experience. The statements that are assessed by students
will later be counted to be grouped according to the existing criteria.
Questions through Batman fun games and tests are used as a means of seeing the
extent to which students know about the material being taught. For questions through the
Batman fun game, they will be given during the learning process. The test will be given after
all the material has been discussed and will be used as material for assessing student
achievement results.
While the interview transcript data is used to strengthen data related to student
responses that have been taken from the questionnaire. This data is obtained by conducting
research interviews with students and carried out when all the material had been discussed.
Instruments
Instrument is a measuring tool used to collect and measure data (Purwanto, 2007:7).
The instrument is used by researchers to collect information or data about the state of the
object or process under study (Muhadi, 2003:42).
Data Analysis
In this article, the writer analyzes some data related to the effectiveness of using
Batman Fun Games. According to Mulyasa (Desyana, 2019:54), for the effectiveness criteria
in this study, learning activities can be said to be effective if all or most of 75% of students
are actively involved in activities and are followed by behavior from student learning
outcomes.
1. Student response questionnaire data analysis
A questionnaire containing several questions that must be filled out by
students can be accessed via Googleform. In this study, the writer make a
questionnaire consisting of 10 questions with a scale of 1-4 as the answer choices. All
statements contained in the questionnaire are positive statements.
On the existing article questionnaire there are 10 statements with the highest
score is 40 (4x10) and the lowest score is 10 (1x10). In determining the interval
distance for each level, you can use the following formula (Widoyoko, 2015:110).
From the formula to find the existing interval distance, the following calculations can
be carried out:
Interval distance = 40 - 10
4
= 3
From the calculation to find the existing interval distance, the following calculations
can be carried out:
3. Data analysis is based on the results of working on questions from Batman Fun
Games and learning outcomes
Data analysis based on the results of working on questions from Batman Fun
Games can be obtained by doing practice questions that have been packaged in the
form of games through Batman Fun Games, and carried out in online learning. The
data obtained from the results of working on Batman Fun Games will be processed, to
measure the results of working on this game. English learning activities in the present
perfect tense material have one meeting, and consist of 10 questions.
The results of the assessment obtained will then be matched with the criteria in table
1.6
Table. 1.6 Assessment criteria for quiz work that adapts from Kartika
Budi (Desyana, 2019:52)
Then the criteria for the effectiveness of using Batman Fun Games can be
adjusted using the criteria as shown in table 1.7.
Table. 1.7 criteria for the effectiveness of problem solving in Batman Fun
Games which adapts from Kartika Budi (Desyana, 2019:52)
From table 1.7, the following formulation can be drawn according to the
results of the acquisition value. The acquisition value and the existing formulation
will be classified according to the following criteria.
If the percentage of students who get a score of more than or equal to 80
(N>80) is more than or equal to 75 percent, it is said that the effectiveness of
the results of working on questions with Batman Fun Games is very high.
If the percentage of students who score more than or equal to 80 (N>80) is less
than 75% and the percentage of students who score more than or equal to 70
(N>70) is more than or equal to 75 percent, it can be said that the effectiveness
of the results of solving problems with Batman Fun Games is high.
If the percentage of students who score more than or equal to 70 (N>70) is less
than 75% and the percentage of students who score more than or equal to 60
(N>60) is more than or equal to 75 percent, it can be said that the effectiveness
of the results of solving problems with Batman Fun Games is enough.
If the percentage of students who score more than or equal to 60 (N>60) is less
than 65% and the percentage of students who score more than or equal to 50
(N>50) is more than or equal to 65 percent, it can be said that the effectiveness
of the results of solving problems with Batman Fun Games is low.
If the percentage of students who score more than or equal to 50 (N>50) is less
than 65% and the percentage of students who score more than or equal to 40
(N>40) is more than or equal to 65 percent, it can be said that the effectiveness
of the results of solving problems with Batman Fun Games is very low.
CONCLUSION
The effectiveness of using Batman Fun games in online learning of English in the
present perfect tense material X Multimedia 1 SMK Negeri 3 Parepare has been
implemented. Based on the results of the existing analysis and discussion, it can be concluded
that it is running really well and effective. If it is accumulated with students who have very
good responses and the results of interviews with students who give positive responses.
REFERENCES
Penny UR, Grammar Practice Activities, A Practical Guide For Teacher (Camridge:
Camridge University Press)
Sandra, J, Innitiatives In Communicatives Language Teaching Ii (Addison Wesley
Publishing Company, 1978)
Eka Nurul Hayat, Teaching The Present Perfect Tense By Finding Someone Who 2011
Rosni Harahap, Improving The Students’ Basic Grammar Ability By Mastering Personal
Pronoun At Eleventh Grade Students Of Madrasah Aliyah Darul Mursyidi Sialogo
Padangsidimpuan
Yoselia Alvi Kusuma,Efektivitas Penggunaan Aplikasi Quizziz dalam Pembelajaran Daring Pada
Materi Usaha dan Energi di Kelas X MIPA di SMA Masehi Kudus Tahun Pelajaran 2019/2020.