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DESIGNING MONOPOLY BOARD GAME
AS MEDIA FOR LEARNING SIMPLE PAST TENSE
FOR EIGHTH GRADE STUDENTS OF SMP N 1 SLEMAN
TITLE
A SARJANA PENDIDIKAN THESIS
Presented as Partial Fulfillment of the Requirements
to Obtain the Sarjana Pendidikan Degree
in English Language Education
By
Girinda Kapindi
Student Number: 141214035
ENGLISH LANGUAGE EDUCATION STUDY PROGRAM
DEPARTMENT OF LANGUAGE AND ARTS EDUCATION
FACULTY OF TEACHERS TRAINING AND EDUCATION
SANATA DHARMA UNIVERSITY
YOGYAKARTA
2019
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ABSTRACT
Kapindi, Girinda. (2019). Designing Monopoly Board Game as Media for Learning
Simple Past Tense for Eighth Grade Students of SMP N 1 Sleman. Yogyakarta:
English Language Education Study Program, Sanata Dharma University.
English is one of compulsory subjects taught in Indonesia. In Indonesia,
English as compulsory subject starts at junior high school level. Based on the
experiences of the researcher’s internship program at SMP N 1 Sleman on grade
eight, the researcher found that the students had difficulty and had no intention in
understanding simple past tense. Another difficulty found was the unavailability of
learning media which could trigger them on learning simple past tense. Referring
to those difficulties, the researcher made a Monopoly board game as media for
eighth grade students of SMP N 1 Sleman. The designed game was aimed to
motivate the students in learning simple past tense.
This research was conducted to design Monopoly board game as media for
learning simple past tense for the eighth grade students. Therefore, the researcher
formulated two research questions: (1) How is Monopoly board game as media for
learning simple past tense for eighth grade students of SMP Negeri 1 Sleman
designed? (2) What does Monopoly board game as media for learning simple past
tense for eighth grade students of SMP Negeri 1 Sleman look like?
In order to answer the first research question, the researcher implemented
five steps of Research and Development (R&D) method by Borg and Gall (1983).
The R & D was integrated with nine steps of constructing games by Bell and
Wiekert (1985). In designing Monopoly board game, the researcher started with
research and information collecting, planning, developing preliminary form of
product, preliminary field testing, and the last step was main product revision. In
addition, this research used two instruments to gather the data in the need analysis
and validation i.e. questionnaires and test. The participants of this research were 31
eighth grade students of SMP Negeri 1 Sleman and three English Language
Education Study Program’s lecturers of Sanata Dharma University.
The second research question was answered by presenting the Monopoly
board game as media for learning simple past tense for eighth grade students. This
game contained of three main parts those were the board, the cards, and the rules.
There were four types of exercises in the cards. They were Verb Form, Error
Recognition, Jumbled Sentence, and Short Answer. The researcher conducted
the evaluation by distributing questionnaires to the three lecturers. The result of the
questionnaires showed 83.3 as the interval mean score of the Monopoly board game
and was categorized as “Excellent”. As the result, the Monopoly board game was
concluded acceptable for the eighth grade students.
Keywords: Monopoly board game, eighth grade students, simple past tense
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ABSTRAK
Kapindi, Girinda. (2019). Designing Monopoly Board Game as Media for Learning
Simple Past Tense for Eighth Grade Students of SMP N 1 Sleman. Yogyakarta:
Pendidikan Bahasa Inggris, Universitas Sanata Dharma.
Bahasa Inggris adalah salah satu mata pelajaran wajib yang diajarkan
di Indonesia. Di Indonesia, bahasa Inggris sebagai mata pelajaran wajib dimulai
di tingkat sekolah menengah pertama. Berdasarkan PPL peneliti di SMP N 1
Sleman pada kelas VIII, peneliti menemukan bahwa siswa mengalami kesulitan dan
tidak memiliki niat dalam memahami simple past tense. Kesulitan lain yang
ditemukan adalah tidak tersedianya media pembelajaran yang dapat memicu
mereka untuk belajar simple past tense. Mengacu pada kesulitan-kesulitan itu,
peneliti membuat permainan papan Monopoli sebagai media untuk siswa kelas VIII
SMP N 1 Sleman. Permainan ini bertujuan untuk memotivasi siswa dalam belajar
simple past tense.
Penelitian ini dilakukan untuk merancang permainan papan Monopoli
sebagai media untuk pembelajaran simple past tense untuk siswa kelas VIII. Oleh
karena itu, peneliti merumuskan dua pertanyaan: (1) Bagaimana permainan papan
Monopoli sebagai media untuk pembelajaran simple past tense untuk siswa kelas
delapan SMP Negeri 1 Sleman dirancang? (2) Seperti apa bentuk papan permainan
Monopoli sebagai media untuk pembelajaran simple past tense bagi siswa kelas
delapan SMP Negeri 1 Sleman?
Untuk menjawab pertanyaan yang pertama, peneliti menerapkan lima
langkah metode Riset dan Pengembangan (Litbang) oleh Borg dan Gall (1983).
Litbang diintegrasikan dengan sembilan langkah membuat permainan oleh Bell
dan Wiekert (1985). Dalam mendesain permainan papan Monopoli, peneliti
memulai dengan penelitian dan pengumpulan informasi, perencanaan,
pengembangan bentuk awal produk, pengujian awal lapangan, dan langkah
terakhir adalah revisi produk utama. Selain itu, penelitian ini menggunakan dua
instrumen untuk mengumpulkan data dalam analisis kebutuhan dan validasi yaitu
kuesioner dan tes. Partisipan dalam penelitian ini adalah 31 siswa kelas VIII SMP
Negeri 1 Sleman dan tiga dosen Program Studi Pendidikan Bahasa Inggris
Universitas Sanata Dharma.
Pertanyaan penelitian kedua dijawab dengan menyajikan permainan
papan Monopoli sebagai media untuk pembelajaran simple past tense untuk siswa
kelas delapan. Permainan ini berisi tiga bagian utama yaitu papan, kartu, dan
aturan. Ada empat jenis soal dalam kartu. Mereka adalah Verb Form,
Recognition Error, Jumbled Sentence, dan Short Answer. Peneliti melakukan
evaluasi dengan membagikan kuesioner kepada ketiga dosen tersebut. Hasil
kuesioner menunjukkan 83,3 sebagai skor rata-rata interval dari permainan papan
Monopoli dan dikategorikan sebagai "Sangat Baik". Sebagai hasilnya, permainan
papan Monopoli disimpulkan dapat diterima untuk siswa kelas VIII.
Keywords: Monopoly board game, eighth grade students, simple past tense
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ACKNOWLEDGEMENTS
First of all, I would like to express my greatest gratitude to Jesus Christ
and Mother Mary for always giving me everything what I need. I would also thank
to Him for giving me loving people who always supported me in doing my thesis.
My deepest gratitude expresses to my beloved advisor, Drs. Pius
Nurwidasa Prihatin, M.Ed., Ed.D., for his patience, guidance, and advice. I would
also like to express my thanks to Miss Patricia Angelina, S.Pd., M.Hum., as my
academic advisor. Without their guidance, I would not reach this point.
I would like to express my gratitude to my Babe Yulianus Sumarja and my
Mak Kuntari Subiyati. They are my motivation and greatest reason for finishing
my thesis. I also would like to thank to my sister, Lulutiana Pisani and all my
family who always supported me.
I also would like to thank the family of SMP Negeri 1 Sleman for their
willingness to become my inspiration to write this thesis. I would like to thank to
Class VIII A for always welcoming and supporting me. Also, my deepest gratitude
to Ibu Sumiyarsih, S.Pd., for supporting me in doing my thesis.
My very special thanks to Rene Santa Danastri, Brigitta Arni Pritadewi,
and Elisabeth Susanti Hestiwi for always be my side since senior high school. My
very special thanks also to Verina, Wendi, Jason, and Vianney for willingly
accompany and help me with the thesis. I would like to thank Ringgo for his help
on my design. I would like to thank Atta, Bene, Agus, Yosep, Ucok, and Panji
who always giving me laughter everytime. My special thank also goes to all of my
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PBI 2014 Class B small, Class A, and every friend in university who give me
experiences, loves and supports. In addition, special thank also goes to my brothers
in Warung who always support me by giving me delicious food.
Girinda Kapindi
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TABLE OF CONTENTS
TITLE PAGE ........................................................................................................... i
APPROVAL PAGES .............................................................................................. ii
STATEMENT OF WORK’S ORIGINALITY ...................................................... iv
LEMBAR PERNYATAAN PERSETUJUAN ............................................................ v
PUBLIKASI KARYA ILMIAH UNTUK KEPENTINGAN AKADEMIS .................. v
ABSTRACT ........................................................................................................... vi
ABSTRAK .............................................................................................................. vii
ACKNOWLEDGEMENTS ................................................................................. viii
TABLE OF CONTENTS ........................................................................................ x
LIST OF TABLES ............................................................................................... xiii
LIST OF FIGURES ............................................................................................. xiv
LIST OF APPENDICES ....................................................................................... xv
CHAPTER I ............................................................................................................ 1
A. Research Background................................................................................... 1
B. Research Questions ...................................................................................... 4
C. Research Significance .................................................................................. 4
1. Eighth Grade Students of SMP Negeri 1 Sleman ..................................... 4
2. English Teachers of SMP Negeri 1 Sleman .............................................. 4
3. Future Researchers ................................................................................... 5
D. Definition of Terms ...................................................................................... 5
1. Simple Past Tense .................................................................................... 5
2. Monopoly Board Game ............................................................................ 6
3. Learning Media ........................................................................................ 6
4. Junior High School ................................................................................... 7
CHAPTER II ........................................................................................................... 8
A. Theoretical Description ................................................................................ 8
1. Jean Piaget: The Cognitive Theory of Language Development ............... 8
2. Adolescent Learners ................................................................................. 9
3. Game for Language Learning ................................................................. 10
4. Constructing Games ............................................................................... 11
B. Theoretical Framework .............................................................................. 13
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CHAPTER III ....................................................................................................... 16
A. Research Method ........................................................................................ 16
1. Research and Information Collecting ..................................................... 18
2. Planning .................................................................................................. 18
3. Developing Preliminary Form of Product .............................................. 19
4. Preliminary Field Testing ....................................................................... 19
5. Main Product Revision ........................................................................... 20
B. Research Setting ......................................................................................... 20
1. The Setting of Research and Information Collecting ............................. 20
2. The Setting of Preliminary Field Testing ............................................... 20
C. Research Participants ................................................................................. 20
1. The Participants of Research and Information Collecting ..................... 21
2. The Participants of Preliminary Field Testing ....................................... 21
D. Instrument and Data Gathering Technique ................................................ 21
1. Questionnaire .......................................................................................... 21
2. Simple Past Tense Test ........................................................................... 22
E. Data Analysis Technique ........................................................................... 23
1. Analyzing Data from Research and Information Collecting .................. 23
2. Analyzing Data from Preliminary Field Testing .................................... 24
CHAPTER IV ....................................................................................................... 25
A. Designing Monopoly Board Game as Media for Learning Simple Past
Tense ................................................................................................................. 25
1. Research and Information Collecting for Designing .............................. 25
2. Planning the Design ................................................................................ 28
3. Developing Preliminary Form of the Design ......................................... 31
4. Preliminary Field Testing of the Design ................................................ 31
5. Main Product Revision ........................................................................... 33
B. Presenting Monopoly Board Game as Media for Learning Simple Past
Tense ................................................................................................................. 35
1. The Board ............................................................................................... 35
2. The Cards ............................................................................................... 36
3. The Rules ................................................................................................ 36
CHAPTER V ......................................................................................................... 38
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A. Conclusions ................................................................................................ 38
B. Recommendations ...................................................................................... 39
1. For English Teachers .............................................................................. 39
2. For Future Researchers ........................................................................... 40
REFERENCES ...................................................................................................... 41
APPENDICES ...................................................................................................... 43
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LIST OF TABLES
Table 4.1 The Percentage of Statement Agreement .............................................. 26
Table 4.2 The Description of Evaluators .............................................................. 31
Table 4.3 The Result of Obtaining Data from Evaluation .................................... 32
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LIST OF FIGURES
Figure 3.1 The Integrated R &D Cycle and Constructing Games ........................ 17
Figure 4.1 The Illustration of Monopoly Board Game ......................................... 35
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LIST OF APPENDICES
Appendix 1 The Letter of Permission from KESBANGPOL ................................ 44
Appendix 2 The Letter of Permission from Faculty ............................................. 45
Appendix 3 Questionnaire for Research and Information Collecting ................... 46
Appendix 4 Test for Research and Information Collecting .................................. 48
Appendix 5 The Result of the Test for Research and Information Collecting ...... 50
Appendix 6 Questionnaire for Preliminary Field Testing ..................................... 51
Appendix 7 The Board of Monopoly Board Game ............................................... 53
Appendix 8 The Cards of Monopoly Board Game ............................................... 54
Appendix 9 The Rules of Monopoly Board Game ............................................... 55
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CHAPTER I
INTRODUCTION
In chapter one, the researcher presents the introduction of the research.
There are four sections in this chapter. The sections are research background,
research questions, research significance, and definition of terms in this chapter.
A. Research Background
English is one of compulsory subjects taught in Indonesia. In Indonesia,
English as compulsory subject starts at junior high school level. However, some
pre-schools have use English as one of their subjects but not as compulsory subject.
Even though Indonesian people have become more familiar with English, English
is still believed as difficult subject to be understood. It is difficult for Indonesian
because English is considered as a foreign language (EFL) in Indonesia. Close
(1962) states that English presents special difficulties in each country and in each
different set of circumstances. Most Indonesian’s students are difficult to
understand English because it requires understanding on distinctions of verb-tense.
While in Indonesia, there is no such things like distinctions of verb-tense.
Based on the experiences of the researcher’s internship program at SMP
Negeri 1 Sleman on grade eight, the researcher found that the students were difficult
to understand and have no intention on learning simple past tense. Even though
grammar was also slightly taught in this school by the teachers before starting a
new chapter or even when correcting the students’ assignments, the students still
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found it difficult to understand grammar and simple past tense. Moreover, because
that was their first time learning simple past tense, the students found some
difficulties on learning it. In the previous semester, the students learnt about present
continuous tense that in some ways are different with simple past tense especially
on the use of verbs. Thus, sometimes it makes the students difficult on learning
simple past tense.
Another problem that the researcher found was the unavailability of learning
media which could trigger the students on learning English. The English teachers
in this school tend to use only book and module to be the learning media. Hence,
the students feel bored with the learning media they always use. Furthermore, SMP
Negeri 1 Sleman using Curriculum 2013 in which the students are required to be
active in the learning process by themselves. In this case, using a new and
innovative media is needed to attract them towards the topic being discussed. By
using new and innovative learning media, the students gain more attention and
interest on learning by themselves. Briggs (1970) defines learning media as physical
means which are used to send messages to the students and stimulate them to learn.
The learning media should not only engage the students on learning, but involve
them into the activity. In addition, it will be easier for the students to learn simple
past tense when they are being involved in the learning process through media.
Eighth grade students are included in teenager level. According to
Departemen Kesehatan Republik Indonesia, children in age between 10 up to 19
years old are considered teenagers. People in this range of age still have high
eagerness in playing. Elizabeth Hurlock (1973) states that in this stage, teenagers
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really love to play (as cited in Farida, 2013). Considering these facts, the researcher
found out a way to make the students can play yet engage them on learning simple
past tense. By combining both aspects, the researcher designed a board game named
Monopoly as media for eighth grade students learning simple past tense. The
researcher chose Monopoly board game as the learning media because this game
already well known among Indonesian and people mostly know how to play this
board game. Through this game, the students can learn simple past tense and play
as well. In addition, games can bring situation which language become life in the
classroom (Lee, 1986).
The Monopoly board game is expected to motivate the students to learn
simple past tense and, in some way, can improve their speaking skill and social
skill. Thus, the aim of teaching and learning process is to organize environment
around the students that can motivate them to do activities of learning (Hatunar,
Bharati, & Sutopo, 2014). This Monopoly board game requires the students to
rearrange sentences, make sentences, and also explain why the statements on the
cards are true or false. Thus, this game can make the students practice their speaking
skill and their critical thinking skill as well. Furthermore, since this game should be
played by 2 up to 5 people, this game makes the students communicate and socialize
with their friends. According to Lewis and Bedson (1999), language game as an
activity has a visible set of rules which guide the children’s actions, and an element
of strategy-children must successfully apply their language and other skills. The
Monopoly board game guides the students to apply their knowledge in using
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English and to use their ability on speaking. The Monopoly board game also making
the students experience the use of language by themselves.
B. Research Questions
Based on the background above, this research addresses two (2) research
questions. Those research questions are formulated as:
1. How is Monopoly board game as media for learning simple past tense for
eighth grade students of SMP Negeri 1 Sleman designed?
2. What does Monopoly board game as media for learning simple past tense for
eighth grade students of SMP Negeri 1 Sleman look like?
C. Research Significance
The researcher elaborates the research significance for the students,
teachers, and future researchers who may make use of this research. This research
is expected to be beneficial for them.
1. Eighth Grade Students of SMP Negeri 1 Sleman
The result of this research will engage the students of eight grade of SMP
Negeri 1 Sleman learning English through board game especially in learning
simple past tense in a fun way. The students can learn while playing using the
result of the research. The result of this research will become motivation in
learning new things using innovative media.
2. English Teachers of SMP Negeri 1 Sleman
The result of this research will be beneficial for junior high school English
teachers of SMP Negeri 1 Sleman in teaching simple past tense in a more
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innovative way. It will also inspire the teachers on using learning media more
creatively. Moreover, the result of this research can be modified and customized
into another English topic.
3. Future Researchers
This research can be an inspiration in designing any other innovative games
for English learning media. In addition, for future researchers who use R & D
method, this research can be used as a reference in conducting their researches.
Moreover, the future researchers can develop the result of this research to be better
learning media.
D. Definition of Terms
There are some terms used in this research which need to be briefly
explained. This section presents terms which are used in this research. Those terms
are as follows.
1. Simple Past Tense
Simple past tense is included in 12 English’s tense-forms. Simple past tense
is used when the speaker’s primary concern is a specific point or period in the past;
in other words, it is in a time before now (Close, 1962). In brief, simple past tense
is a tense which being used to express events which already ended in the past and
have nothing to do in the present.
Based on the eighth grade’s syllabus, the students have to learn two tense-
forms. The tenses they have to learn are present continues and simple past tense.
Present continues is learned at the end of the first semester, while simple past tense
is learned at the beginning of the second semester. In this research, the researcher
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focused only on simple past tense as the researcher experienced that the eighth
grade students of SMP Negeri 1 Sleman face more difficulties on learning simple
past tense.
2. Monopoly Board Game
Monopoly board game is one of board games which are already well-known
among people around the world and also in Indonesia. In this game, the players try
to enrich themselves by developing real estate in some countries around the world.
This game was designed by Elizabeth Magie in late 1800s and was introduced as
The Landlord’s Game (Dodson, 2011). Basically, this game was designed by Magie
to teach about economic’ matters in that years. However, the Monopoly board game
in this research will be slightly different from the common Monopoly board game.
The Monopoly board game was designed as media for eighth grade students
learning simple past tense as in students’ syllabus.
3. Learning Media
Learning media are tools used to learn something. According to Van Els et
al (1984), learning media are all tools which be used by teachers and learners to
achieve certain educational objectives. Learning media can be in form of movie,
animation, print pages, photos, audio tape, books, module, and games.
Additionally, the learning media which is developed in this research is Monopoly
board game. By using Monopoly board game, the students have a chance to play
while they are actively learning the language. Games can make the students feel
comfort involved in teaching and learning activities. Coady and Huckin (1997) say
that the fun elements in games can create a desire to communicate with other
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players. These experts also said that games provide an opportunity for the real
using and processing of language while the students still focused on playing the
game.
4. Junior High School
In Indonesia, Junior High School is the same as Sekolah Menengah Pertama
or is often called SMP. According to Depdikbud (1994), Junior High School means
a secondary school that is taken after the students graduated from Elementary
School. The researcher uses the eighth grade students as the subject of this research,
which means they are on their second level in Junior High School. Eighth grade
students are in range of 14-15 years old.
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CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter presents a review of previous theories and researches to answer
the research questions. This chapter consists of theoretical description and
theoretical framework. Theoretical description discusses about the theories used by
the researcher, while theoretical framework discusses about how the theories help
the researcher to answer the research questions.
A. Theoretical Description
In this section, the researcher discusses the theoretical background of the
research in designing Monopoly board game. The theories focus on constructing
games, cognitive learning, adolescent learners, and game as learning media.
1. Jean Piaget: The Cognitive Theory of Language Development
Cognitive theory focuses on the development of children according the age.
As cited in Baharudin and Wahyudi (2015), Piaget’s theory deals with the students
themselves. Piaget viewed on how students’ minds work and develop on language
by pay attention on their surroundings. Language learning can happen when
students’ knowledge of language is challenged in their experiences using language.
According to cognitive theory, learning is an active process of mental for reaching,
remembering, and using knowledge (Baharudin & Wahyudi, 2015). The
characteristics of the growth of intelligence as Piaget’s view can be related to the
process of constructing instructions.
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The researcher uses the cognitive theory of language development by Piaget
to help the researcher find out the steps of language development of children and
what adult can support in their language learning. Because of using this cognitive
theory of language development, the researcher becomes more aware on what
treatment and what attitude to be done toward children who are in certain steps of
language development. Thus, the researcher can make appropriate learning media
for eighth grade students according to their language learning level.
2. Adolescent Learners
Junior high school students are considered in adolescence phase (Hurlock,
1973). In this phase, adolescent learners are eagerly to be involved in the teaching
and learning activities. Based on Farida (2013), adolescent learners’ critical
thinking ability is starting to develop to the higher level. Their critical thoughts lead
them to think before doing something. They tend not to obey the suggestion or
prohibition immediately. In the same time, adolescent learners’ intelligent,
memory, and comprehension are already improving as well.
Adolescent learners gain their motivation to learn when the learning
activities are attractive and able to take their attention. According to Wilson and
Horch (2002), adolescent learners are actively involved in learning as one of their
intellectual characteristic. In addition, adolescent learners will be willing to learn
when the learning media lead them to be involved in teaching and learning
activities.
These theories of adolescent learners’ characters helps the researcher to
establish the learning media which is appropriate to their characters. The
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characteristics of adolescent learners become consideration in making the learning
media. Thus, the researcher made a learning media which can attract students’
attention and involve them in learning the topic given.
3. Game for Language Learning
Wright, Betteridge, and Buckby (2006) states that games have some
advantages in teaching and learning activities (p. 2). There are four advantages
choosing game as learning media. According to these experts, those advantages are
as follows.
a. Language learning is hard work
In learning language, the learners make an effort to understand, to adapt and
to use newly understood language in conversation in a written composition. The
learners have to make effort at every moment and maintain it over a long period of
time. Since learning language sometimes is a challenging thing to do, games can
help and encourage the learners to support their work.
b. Experiencing language
Games help the teacher to create the context in which the language is useful
and meaningful. Language can be useful and meaningful when the learners
experiencing to use it. In playing games, when the learners want to take part, they
need to understand what others are saying or have written. Furthermore, the learners
need to speak or write to express their opinion or give information. Hence, the
learners learn the language through taking part in playing games.
c. Repeated use of language items
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The contribution of using games is in the focus on the language form and
the frequency of the language be used. Games provide a way to use the language
repeatedly and use of particular language form. In addition, by giving information
and opinion, games also provide the features that will be used as the part of
communication using the target language.
d. Central learning
Games provide intense and meaningful practice of language. Then, they
must be regarded as the center to a learning and teaching activity and not merely a
way to pass the time. The teacher then have to make following activity which
connected to the games.
4. Constructing Games
According to Bell and Wiekcert (1985), there are eleven steps in
constructing games for learning media (p. xix). By following the steps of
constructing games, the fears and obstructions of using games as learning media
can be eliminated (Bell & Wieckert, 1985). The eleven steps of constructing games
are described as follows.
a. Develop the theme
The need of constructing a game is the first thing to consider. The
curriculum be assessed to determine the need while always keeping in mind the
relationship between the game and the real situation.
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b. Determine the purpose
Writing some statements that clearly define the purpose and the scope of the
game is suggested in this step. After that, decide the purpose of the game whether
it to review or reinforce, or to motivate or challenge.
c. Determine the grade level
This steps deals with adapting the game with the range of students’ abilities
so that the skills and information to be learnt are match. This step can ensure the
better comprehension of the whole process.
d. Determine the number of players
How many students who will play the game should be taken into
consideration. The format, the type of materials, and the procedure are affected by
determining the number of players.
e. Determine the format
The format of the games depend on the purposes, the needs, and the abilities
of the students. The format of the games can be in a form of board game, card game,
role playing, or any other kind of games.
f. Determine the method of checking
The method of checking can be done by the media specialist, the teacher, an
aide, or the students. Self-checking also can be done if the time is limited.
g. Design and gather the materials
The materials be used should be attractive, functional, and made from
durable materials. Furthermore, element of chance such dice, spinners or coins
should be taken into consideration.
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h. Define the players’ roles
The players’ role and the resources available to the players have to be
described. The role of players can be individual roles, maintenance roles, or task
roles.
i. Decide upon the procedure and time
This step deals with how to play the game. The instructions of the game
should be brief and clear. The instructions have to tell the players what to do, who
will interact with whom, what transactions will take place, and what the duration of
the game will be.
j. Trial run
It is better to try the games on a small group to see if any problems arise.
Observing the whole games’ details and writing the problems during the trial.
k. Evaluation
After carrying out the games’ trial, the step continues to evaluation step. The
evaluation can be through postgame discussion with concrete and undertaking kinds
of questions, with the determination of winners, or with scoring.
B. Theoretical Framework
This research is dealing with designing a Monopoly board game. This game
is made for learning media for eighth grade students of SMP Negeri 1 Sleman to
learn simple past tense in a new innovative way. The researcher conducted this
research with help from several theories to solve the two research questions. The
researcher combined all the theories listed above to find out the best form of
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Monopoly board game as learning media for eighth grade students of SMP Negeri
1 Sleman.
Before the researcher found what kind of learning media which is
appropriate for eighth grade students of SMP Negeri 1 Sleman, the researcher found
the characteristics of young adolescent by Wilson and Hosrch (2002). After that,
the researcher considered the cognitive theory of language development by Piaget
to make an appropriate Monopoly board game as learning media that suitable to the
their level of language development. In addition, the researcher also considered on
theory of using games for language learning by Wright, Betteridge, and Buckby
(2006) in order to combine the benefits of using games for language learning and
taken into designing the Monopoly board game.
In designing the Monopoly board game, the researcher needed theories on
Educational Research and Development by Borg and Gall (1983). According to
Borg and Gall (1983), “educational research and development is a process used to
develop and validate educational products” (p. 772). In order to design the
Monopoly board game, the researcher collaborated the steps on R&D by Borg and
Gall (1983) and the steps of constructing games by Bell and Wieckert (1985).
Moreover, Borg and Gall (1983) stated that the aims of using educational research
and development are to facilitate and ease the students to learn the topic through
learning media. Furthermore, the researcher found a new way to use board game as
learning media by involving the students’ want in learning a language interestingly.
Since the most important thing in language learning according Curriculum 2013 is
the communication, the learning media should guide the students toward
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communication and interaction. The learning media should make the students
experience in using the language. In developing the learning media, the researcher
must consider a learning media which can make the students feel comfort so that
communication and interaction can take place.
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CHAPTER III
RESEARCH METHODOLOGY
In this chapter, the researcher presents the methodology to answer the
research questions. This chapter consists of five sections. The sections are research
method, research setting, research participants, instruments and data gathering
technique, and data analysis technique.
A. Research Method
To answer the two research questions stated in Chapter I, the researcher used
Research and Development steps by Borg and Gall (1983). According to Borg and
Gall (1983), “the R & D method is a process used to develop and validate
educational products” (p. 772). The products mean both material objects, such as
textbooks and instructional films, as well as immaterial objects, such as method of
teaching (Gall M. D., 1983). In this research, the product referred to Monopoly
board game. In addition, Borg and Gall (1983) stated that there are ten major steps
in the R & D cycle (p.775). The steps of R & D are research and information
collecting, planning, developing preliminary form of product, preliminary field
testing, main product revision, main field testing, operational product revision,
operational field testing, final product revision, and the last is dissemination and
implementation.
Nevertheless, the researcher decided to use five steps out of ten steps in R
& D cycle. The five steps of R & D were integrated with nine steps of constructing
games by Bell and Wieckert (1985). The researcher combined the R & D steps with
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steps of constructing games by Bell and Wieckert (1985) since the product of this
research was Monopoly board game. The researcher integrated the five steps of R
& D cycle by Borg and Gall (1983) and nine steps of constructing games by Bell
and Wieckert (1985) into the following figure.
Figure 3.1 The Integrated R &D Cycle and Constructing Games
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Furthermore, the five steps of R & D and nine steps of constructing games that the
researcher used were described as follows.
1. Research and Information Collecting
In this first step of Borg and Gall’s educational research and development,
the researcher conducted two ways in order to find information on what and how to
develop a learning media. The researcher firstly did literature review to find some
theories and previous researches related to design a game as learning media for
junior high school students. After that, the researcher collected some important
information regarding on what students’ needs, desires, and their problems on
English especially in the material would be used in the learning media. In order to
gain the information, the researcher distributed questionnaires to the students and
conducted a test for the students. The questionnaires were given to a class of eighth
grade of SMP Negeri 1 Sleman consists of 31 students. The questionnaire was about
their needs, desires, and problems on learning English. Afterwards, the test was
conducted to know how far the students understand the material would be used in
the learning media.
2. Planning
In this step, the researcher made a plan of the learning media based on the
information that the researcher got from the first step. In making the plan of the
learning media, the researcher adopted step one until nine of constructing games by
Bell and Wieckert (1985). The researcher then decided the design of learning media
which could combine all the needs, desires, and the problems on learning English
by the guidance from the steps of constructing games.
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3. Developing Preliminary Form of Product
In the next step, the researcher developed the plan of the learning media into
an appropriate and interesting learning media. The researcher decided to make
Monopoly board game as learning media in this research. The Monopoly board
game developed was designed to fulfill the students’ needs and desires of learning
English. The researcher combined the game with the English material without
omitting the originality of the game itself. Then, the researcher designed the
Monopoly board game using designing software in order to make the layout of the
Monopoly board game so that the game has a modern look. Moreover, the
researcher considered the students’ taste so that the learning media developed
looked interesting to the students.
4. Preliminary Field Testing
Evaluation from evaluators were needed in this step in order to get
suggestions and comments on the Monopoly board game. The researcher made
assessment guidelines to obtain score, suggestions, and comments. Thus, the
assessment guidelines distributed to three lecturers of English Language Education
Study Program in Sanata Dharma University. The three lecturers were chosen
because they have higher educational background than the researcher and they have
a lot more experiences in teaching and designing learning media. Afterwards, the
evaluation’s results were important to revise the learning media and to develop
better learning media. The researcher revised the Monopoly board game based on
the evaluation from the evaluators.
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5. Main Product Revision
The result of revised Monopoly board game from the previous step was
presented in this step. The evaluation from the evaluators helped to revise the
learning media’s weaknesses. In addition, the learning media be revised to be more
suitable learning media for the eighth grade students of SMP Negeri 1 Sleman
according to the suggestions and comments from the evaluators. Main product
revision was the last step used by the researcher in designing the designed game.
B. Research Setting
The setting of the research is divided into two parts. The first setting was for
obtaining data of research and information collecting. The second setting was for
obtaining data of the preliminary field testing.
1. The Setting of Research and Information Collecting
The research and information collecting step was conducted in SMP Negeri
1 Sleman which located at Jalan Bhayangkara 27, Medari, Caturharjo, Sleman,
Yogyakarta. The research was conducted in one of eight grade classes. The
researcher conducted the research in June 4th, 2018.
2. The Setting of Preliminary Field Testing
The preliminary field testing was conducted in Sanata Dharma University
on November 21st – December 3rd, 2018.
C. Research Participants
The research participants of this research were divided into two: the
participants in research and information collecting; the participants in preliminary
field testing.
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1. The Participants of Research and Information Collecting
The participants in research and information collecting were 31 students of
a class of eighth grade of SMP Negeri 1 Sleman. The participants were chosen by
purposive sampling because the participants were selected according to the purpose
of this research. The researcher obtained information about the students’ needs,
desires, and problems on learning English be used in learning media.
2. The Participants of Preliminary Field Testing
The participants in the preliminary field testing were three lecturers of
English Language Education Study Program at Sanata Dharma University. From
the participants of preliminary field testing, the researcher expected to get
evaluation, suggestion, and comments for revising the learning media. So that, the
learning media appropriate to the eighth grade students.
D. Instrument and Data Gathering Technique
In this research, the researcher used two types of instruments. The
instruments used were questionnaires and test. “Questionnaires were used
extensively in educational research to collect data about phenomena that are not
directly observable: inner experience, opinions, values, interests, and the like”
(Gall, Gall, & Borg, 2007). The instruments described as below.
1. Questionnaire
The first instrument used was questionnaire. Gall, Gall, & Borg (2007)
stated that questionnaires are printed forms that ask the same questions of all
individuals in the sample and for which respondents record their answers in verbal
form. The questionnaires were consisted of fifteen statements in the form of close-
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22
ended statements. Thus, the participants gave their opinion on the statements using
degree of agreement: agree, strongly agree, disagree, and strongly disagree. The
questionnaires were distributed to 31 eighth grade students of SMP Negeri 1 Sleman
before the researcher designed the educational product. This instrument was
expected to give information about the students’ needs, desires, and their
experiences in using learning media.
The second was questionnaires of evaluators’ validation. The evaluation
questionnaires were given to evaluate the learning media. The evaluation
questionnaires were consisted of ten close – ended statements using degree of
agreement. The statements were about the content, the instructions, the activity, and
the layout of the learning media. Three lecturers of English Language Education
Study Program at Sanata Dharma University were the evaluators to evaluate the
learning media. The evaluators were expected to give feedback, opinion, and
comments of the learning media.
2. Simple Past Tense Test
The test was conducted to know how far the students understand with the
material be used in learning media. Hence, the researcher knew the level of
difficulty be used in the learning media from the result of the test. Furthermore, the
researcher decided on what types of exercises be used in the learning media. The
test was given to 31 eighth grade students of SMP Negeri 1 Sleman. In addition, the
test consisted of twenty numbers which were divided into four sections: changing
verb base into verb past, choosing true or false, rearranging sentences, and making
sentences.
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E. Data Analysis Technique
The researcher analyzed the data in order to answer the research questions.
In this research, there were two parts of data. The first data was from the research
and information collecting and the second data was from the data of preliminary
filed testing. The analysis techniques were explained as follows.
1. Analyzing Data from Research and Information Collecting
For analyzing the data from questionnaires distributed to the students, the
researcher made a table to recapitulate the number of participants who chose certain
responses. The researcher put the number of students who chose certain agreement
in each statement. After that, the researcher counted the percentage in each
statement. In analyzing the percentage, the data was calculated using formula as
below.
𝔫
𝑁× 100%
Note:
n = the total number of the students who choose certain agreement
N = the total number of the students
The researcher divided the total number of students who chose certain
agreement with the total of the students participated in the research. Then, the
results were multiplied by 100% and put into ‘Percentage’ column.
Furthermore, for analyzing the data got from the test, the researcher made a
table of the students’ test score. The researcher checked the students’ answer and
counted the score of each student. The total of correct answers was multiplied with
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24
four. Then from all of the result, the researcher counted the mean to count how
many students were below and above the average.
2. Analyzing Data from Preliminary Field Testing
Another data that researcher got were from validation questionnaires for the
learning media. In this part, there were ten statements which represented the criteria
of material evaluation. To obtain the evaluation, the researcher provided ten points
scale in each statement. The scale 1 (one) meant the weakest point and 10 (ten)
meant the strongest point for the score in each statement. Thus, the maximum total
score of the all of the statements were 100 (one hundred) for each evaluator. In
order to find the mean score from the data, the researcher divided the total score
from the three evaluators and divided by three. The score then included into one of
the interval of mean score. The interval of mean score was divided into, Poor (1-
20); Fair (21-40); Neutral (41-60); Good (61-80); Excellent (81-100). This
technique aimed to check the appropriateness of the learning media for the eighth
grade students of SMP Negeri 1 Sleman.
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CHAPTER IV
RESEARCH RESULTS AND DISCUSSION
This chapter presents the result and discussion of the research questions
formulated in Chapter I. In this chapter, there are two sections. The first section
discusses about designing Monopoly board game. While the second section
discusses about presenting the final designed learning media.
A. Designing Monopoly Board Game as Media for Learning Simple Past
Tense
In this research, the researcher applied the Educational Research and
Development by Borg and Gall (1983) and the guidelines of constructing games by
Bell and Wieckert (1985). The researcher used the first five steps to answer the first
research problem. The further discussion of the steps designing Monopoly board
game is presented as follows.
1. Research and Information Collecting for Designing
The researcher conducted research and information collecting by
identifying the students’ needs, desires, and problems on learning English. The
information was needed to develop appropriate learning media for eighth grade of
SMP Negeri 1 Sleman. In order to obtain students’ needs, desires, and problems on
learning English, the researcher distributed questionnaires and conducted a test to
31 students of eighth grade of SMP Negeri 1 Sleman.
In this step, the researcher distributed questionnaires to 31 students of eighth
grade of SMP Negeri 1 Sleman. The questionnaires consisted of 15 close-ended
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26
statements using degree of agreement scale. The first five statements were about
the students’ needs on learning simple past tense and the rest were about their
experiences and desires in learning English. In addition, the questionnaires were
written in Indonesian in order to be understandable by the students.
Table 4.1 The Percentage of Statement Agreement
No. Statements
Percentage (%)
Strongly
Agree Agree Disagree
Strongly
Disagree
1 Saya mempelajari Simple Past Tense
agar mengerti Recount dan Fabel 61,3 38,7 0 0
2 Saya mempelajari Simple Past Tense
agar dapat menulis Recount 58,1 41,9 0 0
3 Saya mempelajari Simple Past Tense
agar dapat mengerti banyak hal lain 48,4 51,6 0 0
4
Saya butuh media pembelajaran
selain buku cetak atau LKS untuk
belajar Simple Past Tense
29 61,3 9,7 0
5
Saya butuh media pembelajaran
seperti permainan untuk belajar
Simple Past Tense
45,2 32,2 22,6 0
6 Saya pernah belajar Simple Past
Tense menggunakan permainan 13 54,8 32,2 0
7
Saya pernah belajar Simple Past
Tense menggunakan media lain selain
buku cetak dan LKS
22,6 61,3 16,2 0
8 Saya ingin belajar Simple Past Tense
agar mengerti Recount dan Fabel 54,8 42 3,2 0
9 Saya ingin belajar Simple Past Tense
dengan teman-teman 25,8 64,5 9,7 0
10
Saya ingin belajar Simple Past Tense
menggunakan media lain selain buku
cetak dan LKS
38,7 54,8 6,5 0
11 Saya ingin belajar Simple Past Tense
menggunakan permainan 38,7 54,8 6,5 0
12 Saya ingin belajar Simple Past Tense
sambil bermain bersama teman-teman 48,4 51,6 0 0
13 Saya ingin mencoba suasana baru
untuk belajar Simple Past Tense 25,8 64,5 9,7 0
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No. Statements
Percentage (%)
Strongly
Agree Agree Disagree
Strongly
Agree
14
Saya ingin belajar Simple Past Tense
menggunakan permainan papan
seperti Monopoly
45,2 35,5 19,3 0
15
Saya ingin mencoba memainkan
Monopoly untuk belajar Simple Past
Tense
32,2 54,8 13 0
From the questionnaires, it was found that 29% of the students strongly
agreed that they need another learning media besides book or module. Whereas,
61.3% of the students agreed with the statement and only 9.7% of the students
disagree. There were 19.7% of the students who did not want to learn simple past
tense using Monopoly board game. However, 45.2% of the students strongly agreed
to learn using Monopoly board game and 35.5% of the students agreed with the
statement. From the result, the researcher could conclude how was the percentage
of students who were eager to use game as media to learn simple past tense.
In order to collect information of the students’ problems in learning simple
past tense, the researcher conducted a test for the students. The test was done for
the reference of deciding the level of difficulty and reviewing the best exercises be
used on the Monopoly board game’s cards. The researcher conducted a test toward
31 students of eighth grade of SMP Negeri 1 Sleman. The test was done in written
form which consisted of 20 questions divided into four parts. From the result of the
test, the researcher could find which type of exercise where most of the students
answered wrongly.
The result of the test showed that most students were above the mean of the
test. The mean of the test was scored 81.1 which also showed high mean score of
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28
the class. There were 17 students who are above the mean score of the test, while
14 students were below the mean score of the test. Since more than a half of the
students were above the mean score, the researcher concluded that the level of
difficulty in the game would be in the same level as the test. Furthermore, the
researcher changed one of the exercises i.e. making sentences with short answer
exercise because most the students answered wrongly at the making sentences part.
2. Planning the Design
In this step, the researcher planned the integrated learning media to gain the
students’ engagement of learning simple past tense. In order to make an engaging
learning media, nine steps of constructing games by Bell and Wieckert (1985) were
conducted in this R & D step. The result of the research and information collecting
were used as the main consideration in planned the learning media.
a. Developing the theme
The theme is the materials be used in the games. In other words, the theme
means the subject or the topic be used in the games (Bell & Wieckert, 1985). In
eighth grade of SMP Negeri 1 Sleman, there were 15 topics discussed in the
syllabus. According to the researcher’s experience in teaching at eighth grade of
SMP Negeri 1 Sleman, the students had low engagement of learning simple past
tense. Because of this reason, the researcher decided to use simple past tense as the
theme of the game. in addition, SMP Negeri 1 Sleman using Curriculum 2013 so
that the researcher also determined in achieving a purpose of Curriculum 2013 that
is connecting the learning process with daily-life learning which in this case is
managing money.
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b. Determining the purpose
The researcher decided the purposes of the Monopoly board game in this
step. The main purpose of the Monopoly board game was to engage the students to
learn simple past tense. Another purpose of the Monopoly board game was to
familiarize the students with simple past tense.
c. Determining the grade level
The type of exercises and the level of difficulty were decided in this step
from the result of the test. From the result of the test, the researcher decided to
change one type of the exercise where most of the students answered wrongly. The
researcher changed with another easier type of exercises to suit the level of
difficulty. The exercises were also arranged to be assessed easily so that the students
could correct each other’s answer easier.
d. Determining the number of players
Monopoly board game could be played up to 4 people. Since in this
Monopoly board game needed a student to be an assessor, the researcher made the
number of players up to 5 people. Thus, in a class, the students should be divided
to play in small groups consists of 3 up to 5 people.
e. Determining the format
Based on the purposes of the designing the game, the researcher decided to
use Monopoly board game as the format of the game. Monopoly board game
provided challenging yet relaxing atmosphere of playing game also real situation of
bargaining and negotiating. For that reason, the Monopoly board game aimed to
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30
engage the students to learn simple past tense while the students still playing the
game.
f. Determining the method of checking
The method of checking could be done by media specialist, the teacher, an
aide, or the students themselves. The researcher decided to check the Monopoly
board game to evaluators. In this research, the Monopoly board game was checked
by evaluators who have years of experiences in teaching and are accustomed in
designing learning media.
g. Designing and gathering the materials
The materials of the game should be attractive, functional, and made from
durable materials. Considered with the materials, the researcher decided to use
colorful and durable thick paper. In this Monopoly board game, the researcher used
Ivory 230 papers for the cards of the game and Ivory 310 papers for the boards and
the box of the game. In addition, the researcher used plastic dices and plastic
miniature of houses and hotels. Hence, the Monopoly board game could be stored
and played for a long time.
h. Defining the players’ roles
The players’ roles in this Monopoly board game were individual roles. This
Monopoly board game used individual roles means that the players command on
their own behavior and reap the rewards or consequences of that behavior by
themselves. They play for their own selves and to survive in the game. In order to
survive in this Monopoly board game, the players have to manage their money
smartly.
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i. Deciding upon the procedure and time
The researcher made the rules of playing the Monopoly board game. The
rules of game were written in two languages, English and Indonesian. The
researcher wrote the rules of game in two languages in order to make the students
understand clearly about the rules.
3. Developing Preliminary Form of the Design
In this third step of R & D cycle, the researcher designed the Monopoly
board game based on the plan from the previous step. The Monopoly board game
was designed into a game which was suitable for the needs and purposes of making
Monopoly board game as learning media for eighth grade students of SMP Negeri
1 Sleman. The researcher combined the material of simple past tense with the
Monopoly board game’s rules so that the students could learn the language without
omitting the essential part in the original Monopoly board game. The researcher
used a software namely CorelDRAW X7 in designing the board and the cards of the
Monopoly. The form of Monopoly board game see appendix.
4. Preliminary Field Testing of the Design
The designed learning media was being evaluated by evaluators in this step.
The evaluators in this research were three lecturers of English Language Education
Study Program of Sanata Dharma. The researcher conducted the evaluation by
distributing questionnaires for the three lecturers. The questionnaires were aimed
to evaluate the whole designed Monopoly board game. The description of the
evaluators is presented as follows.
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Table 4.2 The Description of Evaluators
Evaluators Sex Educational Background
Teaching Experiences
(years)
F M Diploma S1 S2 S3 <1 1-5 >5
Lecturer 1 √ √ √
Lecturer 2 √ √ √
Lecturer 3 √ √ √
The table of the description of evaluators shows that two of the lecturers
have been teaching more than five years. While, one of the lecturers have been
teaching for five years. In addition, all of the evaluators come from the same
educational background. The three evaluators are known as lecturers who teach and
have interest in designing learning media.
Thus, there were two parts in the questionnaires. The first part of the
questionnaires used statements of agreement in range score 1 up to 10. The
questionnaires were aimed to give score of appropriateness of the Monopoly board
game. The result of the first part was presented below.
Table 4.3 The Result of Obtaining Data from Evaluation
*ST = Statement
Evaluator ST
1
ST
2
ST
3
ST
4
ST
5
ST
6
ST
7
ST
8
ST
9
ST
10
Total
Score
1 9 9 9 9 9 9 8 9 10 9 90
2 9 9 9 8 10 10 10 9 9 9 92
3 - 8 7 7 8 7 6 9 8 8 68
Total Score 250
Mean Score 83.3
After counting the mean score, the researcher measured the result of the
Monopoly board game evaluation based on the interval of mean score. From the
calculation of the mean score, the researcher acquired 83.3 as the mean score. Based
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33
on the interval of mean score by Osgood, Suci, Tannenbaum (1957), the mean score
of Monopoly board game was categorized as “Excellent”. Hence, the Monopoly
board game were appropriate to be applied for eighth grade students.
The second part of the evaluation questionnaire was aimed to get comments
and suggestions from the evaluators for the better learning media. Based on the
evaluators’ comments, the designed learning media was already good and
appropriate for the eighth grade students. The evaluators commented that the layout
was interesting and could engage the students to use the designed learning media.
The evaluator also commented that the properties i.e. the dices, the houses, the
hotels, and the money of the designed learning media were well-prepared.
Furthermore, the evaluators suggested that the designed learning media not only
focused in simple past tense, but also could be expanded into various learning
material.
Nevertheless, the designed learning media also have some weaknesses. The
evaluators mentioned that there were some misspelled words and grammatical
errors in the game card and the instructions. One of the evaluators mentioned that
the time given for the students to answer the questions was too long. In addition,
the evaluator mentioned that the TREASURE cards which consisted of knowledge
of simple past tense should be added more.
5. Main Product Revision
In this last step of R & D be used in this research, the researcher revised the
Monopoly board game according the comments and suggestions given by the
evaluators. The evaluators given some comments and suggestions on some parts of
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34
the Monopoly board game. Therefore, the researcher revised some parts in the
designed learning media including the cards and the rules by following the
comments and suggestions given.
The first suggestion was to double-check the words and grammar be used.
There were found some misspelled words and grammatical mistakes in the rules
and in some game cards of the Monopoly board game. Thus, the researcher revised
the misspelled and grammatical mistakes in the rules and the cards. The researcher
then revised the mistakes on the misspelled and the grammatical mistakes according
to the revision from the evaluators on the rules.
The second suggestion was to make clearer form of the sentences on the
Jumbled Sentence exercise on the game card. One of the evaluator asked to put
hyphen (-) after each words in Jumbled Sentences exercise so that the students could
be easier to distinguish between each word. For the final revised Monopoly board
game, the researcher add hyphen after each word.
The comments and suggestions given by the evaluators helped the
researcher to develop better Monopoly board game as media for learning simple
past tense for eighth grade students of SMP Negeri 1 Sleman. The Monopoly board
game became more appropriate for eighth grade students after being revised based
on the comments and suggestions by the evaluators. Furthermore, the layouts’ color
and size of the Monopoly board game already interesting and appropriate for eighth
grade students. Hence, there was no revision on the board of the Monopoly board
game.
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B. Presenting Monopoly Board Game as Media for Learning Simple Past
Tense
In this section, the researcher presents the further description of the
Monopoly board game as media for learning simple past tense to answer the second
research question. This section consists of explanation of the board, the cards, and
the rules of the Monopoly board game. The brief description of the Monopoly board
game was described as follows.
1. The Board
The board of the game in this research based on the common Monopoly
board game. The appereance of the Monopoly board game was mainly similar with
common Monopoly board game. In the Monopoly board game in this research used
names of countries around the world. However, the researcher changed the
language from Indonesian into English. The further appereance of designed
Monopoly board game is presented through the illustration on Figure 4.1.
Figure 4.1 The Illustration of Monopoly Board Game
Figure 4.1 shows half of the illustration of Monopoly board game. The board of
Monopoly board game consisted of forty boxes. The boxes were divided into Start
box, Tax boxes, Jail box, Free Parking box, Go to Jail box, Treasure boxes The
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students had to pick a card from CHALLENGE when they stopped on the yellow
box with icon of magnifying glass. While, the students had to pick a TREASURE
card when they stopped at green box with treasure chest’s icon. The countries in the
game’s board were divided into eight blocks, from A to H. In the board, there were
also two rest areas where the students no need to do something when stops in that
block. For detailed Monopoly board game see Appendix 7.
2. The Cards
In the Monopoly board game, there are two kinds of cards. The researcher
changed the common cards into TREASURES and CHALLENGES. The
TREASURES cards consist of simple past tense materials. Whereas, the
CHALLENGES cards consist of four exercises namely, Short Answer, Error
Recognition, Jumbled Answer, and Verb Form. In the Short Answer card, the
students have to change the word in parentheses into simple past tense and read the
whole sentence. The Error Recognition requires the students to find the mistake in
the sentence and change with correct simple past tense. In the Jumbled Sentence
cards, the students have to rearrange the jumbled sentences into correct sentence.
The last exercise namely Verb Form, the students are required to change the present
verb in the cards with past verb. See Appendix 8 for the detailed cards.
3. The Rules
The researcher adapted the basic rules of the common Monopoly board
game. Almost all the rules in common Monopoly board game are used. Yet, in this
Monopoly board game, the rules in the cards which are slightly different from
common Monopoly board game. The rules of Monopoly board game also organized
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the money distributed to the students. The rules of Monopoly board game used two
languages, i.e. English and Indonesian. Two languages were used in order to make
the students understand the rules of the game clearly. For detailed rules, see
Appendix 9.
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CHAPTER V
CONCLUSIONS AND RECOMMENDATIONS
This chapter consists of two sections. The first section deals with the
conclusions from the two questions formulated in this research. The second section
presents some recommendations addressed to the English teachers and future
researchers.
A. Conclusions
The purpose of this research was to design Monopoly board game as media
for learning simple past tense for eighth grade students of SMP Negeri 1 Sleman.
Therefore, the first research question dealt with the process of designing Monopoly
board game as media for learning simple past tense for eighth grade students of
SMP Negeri 1 Sleman. While, the second research question dealt with the
presentation of the Monopoly board game.
In order to answer the first research question, the researcher adapted the
combination of Educational Research and Development by Borg and Gall (1983)
and guidelines of constructing games by Bell and Wieckert (1985). There were five
steps of Borg and Gall’s R & D which were integrated with nine steps of
constructing games by Bell and Wiesckert (1985). Research and information
collecting was done by carrying out the need survey through questionnaires and a
test. In the planning steps, the researcher made a plan of designed learning media
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39
by developing and determining the theme of the game, the purposes, the grade level,
the number of players, the format, method of checking, the materials be used, and
the players’ roles, and the procedures and time allocation. The developing
preliminary form of product was carried out by the researcher by designing the
learning media based on the plan. In preliminary field testing, the designed learning
media was evaluated by three evaluators using evaluation questionnaires. From the
result of the evaluation, the designed learning media categorized as an “Excellent”
and appropriate for the eighth grade students of SMP Negeri 1 Sleman. In the last
step of R & D conducted, the researcher revise the designed learning media based
on the evaluation given by the evaluators.
The second research question was answered by the presentation of
Monopoly board game as media for learning simple past tense for eighth grade
students of SMP Negeri 1 Sleman. As seen through the layout, the appearance of
designed learning media is similar to common Monopoly board game.
Nevertheless, the rules on designed learning media is mostly same with the common
Monopoly board game.
B. Recommendations
This section provides recommendation for English teachers and future
researchers who are interested in developing Monopoly board game or any other
learning media. The recommendation are presented as bellow.
1. For English Teachers
The researcher recommends that the Monopoly board game be implemented
as learning media in the school. Moreover, the researcher recommends to vary the
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40
material be used in the Monopoly board game. The English teachers can also be
more creative to use another learning media for the students so that the students will
engage in learning English.
2. For Future Researchers
The researcher recommends for the future researchers who will conduct
researches using R & D to consider the students’ needs, wants, and problems in
learning English. Hence, the designed learning media would be more appropriate
and better for the students. Since the designed learning media still has some
weaknesses, the researcher recommends to continue developing and elaborating the
designed learning media.
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REFERENCES
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Baharudin, H., & Wahyudi, E. N. (2015). Teori belajar dan pembelajaran.
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Bell, I. W., & Wieckert, J. E. (1985). Basic media skills through games (2nd
Edition). Colorado: Libraries Unlimited, Inc.
Close, R. A. (1962). English as a foreign language: grammar and syntax for
teachers and advanced students. London: George Allen & Unwin Ltd.
Darwish, S. H., & Taqi, H. A. (2013). Teaching English at elementary level: quality
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90-100.
Dodson, E. J. (2011, December). The true history of the monopoly game - Henry
George Institute. Retrieved from How Henry George's Principles Were
Corrupted Into the Game Called Monopoly: henrygeorge.org
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pembelajaran aplikatif untuk guru sekolah menengah. Bandung: Nuansa
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Gall, M. D. (1983). Educational research an introduction: third edition. USA:
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Gall, M. D., Gall, J. P., & Borg, W. R. (2007). Educational research: an
introduction (8th Edition). Boston: Pearson Education, Inc.
Graddol, D. (1997). The Future of English? The British Council.
Hatunar, D. E., Bharati, D. A., & Sutopo, D. (2014). Modifying a monopoly game
for teaching written vocabulary for the seventh graders of Terang Bangsa
junior high school. English Education Journal, 122-129.
Hurlock, E. B. (1973). Adolescent development. McGraw-Hill, Inc.
Jersild, A. T., & Tasch, R. J. (1949). Children's interests and what they suggest for
education. New York: Bureau of Publications Columbia University.
Lee, W. R. (1986). Language teaching games and contests. Oxford: Oxford
University Press.
Lewis, & Bedson. (1999). Games for children. Oxford: Oxford University Press.
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McLeod, S. (2009, June). Jean Piaget. Retrieved from Simply Psychology:
https://www.simplypsychology.org
Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of
meaning. Urbana: University of Illinois Press.
Outline on Research Design: 7. Research Instrument. (n.d.). Retrieved from
https://people.uvawise.edu/ResInstruments/00ResInstruments.html
Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning
(3rd ed.). Cambridge: Cambridge University Press.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
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APPENDICES
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Appendix 1. The Letter of Permission from KESBANGPOL
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Appendix 2. The Letter of Permission from Faculty
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Appendix 3. Questionnaire for Research and Information Collecting
Kuisioner
Identitas Diri
Nama :
Jenis Kelamin : Laki-laki/ Perempuan
Petunjuk Pengisian :
Pilihlah salah satu dari empat pilihan jawaban yang telah disediakan dengan
memberikan tanda centang ( √ ) pada kolom yang tersedia.
Pilihan Jawaban :
SS : Sangat Setuju
S : Setuju
TS : Tidak Setuju
STS : Sangat Tidak Setuju
Silahkan mengerjakan,
No. Pernyataan SS S TS STS
1. Saya mempelajari Simple Past Tense agar mengerti
Recount dan Fabel
2. Saya mempelajari Simple Past Tense agar dapat
menulis Recount
3. Saya mempelajari Simple Past Tense agar dapat
mengerti banyak hal lain
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No. Pernyataan SS S TS STS
4. Saya butuh media pembelajaran selain buku cetak
atau LKS untuk belajar Simple Past Tense
5. Saya butuh media pembelajaran seperti permainan
untuk belajar Simple Past Tense
6. Saya pernah belajar Simple Past Tense
menggunakan permainan
7. Saya pernah belajar Simple Past Tense
menggunakan media lain selain buku cetak dan LKS
8. Saya ingin belajar Simple Past Tense agar mengerti
Recount dan Fabel
9. Saya ingin belajar Simple Past Tense dengan teman-
teman
10. Saya ingin belajar Simple Past Tense menggunakan
media lain selain buku cetak dan LKS
11. Saya ingin belajar Simple Past Tense menggunakan
permainan
12. Saya ingin belajar Simple Past Tense sambil
bermain bersama teman-teman
13. Saya ingin mencoba suasana baru untuk belajar
Simple Past Tense
14. Saya ingin belajar Simple Past Tense menggunakan
permainan papan seperti Monopoly
15. Saya ingin mencoba memainkan Monopoly untuk
belajar Simple Past Tense
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Appendix 4. Test for Research and Information Collecting
Name: Date:
Please change each word into Past Tense form!
1. Bring = ________________________________________
2. Write = ________________________________________
3. Say = ________________________________________
4. Walk = ________________________________________
5. Think = ________________________________________
Please choose between TRUE or FALSE!
Jenny helped her brother with his homework. TRUE | FALSE
That boy fall from his bicycle last week. TRUE | FALSE
Sarah’s football team won the game at last tournament. TRUE | FALSE
That grandpa were an Indonesian soldier at 1960. TRUE | FALSE
Was Jason and Juki on a same class last year? TRUE | FALSE
Please rearrange these sentences!
1. went – 6 – to – They – cinema – o’clock – at
___________________________________________________________
2. robber – night – The – last – police – the – bank – caught
___________________________________________________________
3. purple – yesterday – school – lost – her – Kelly – at – purse
___________________________________________________________
4. ago – moved – four – Canada – to – years – They
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___________________________________________________________
5. large – yesterday – for – ate – I – dinner – pizza
___________________________________________________________
Please change into Past Tense form and make a sentence from each word!
1. Ride
___________________________________________________________
2. Come
___________________________________________________________
3. Watch
___________________________________________________________
4. Buy
___________________________________________________________
5. Give
___________________________________________________________
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Appendix 5. The Result of the Test for Research and Information Collecting
No Participants Score
1 Student 1 50
2 Student 2 100
3 Student 3 95
4 Student 4 65
5 Student 5 95
6 Student 6 85
7 Student 7 80
8 Student 8 75
9 Student 9 70
10 Student 10 45
11 Student 11 90
12 Student 12 90
13 Student 13 55
14 Student 14 70
15 Student 15 85
16 Student 16 100
17 Student 17 85
18 Student 18 85
19 Student 19 60
20 Student 20 90
21 Student 21 80
22 Student 22 75
23 Student 23 80
24 Student 24 100
25 Student 25 85
26 Student 26 90
27 Student 27 95
28 Student 28 80
29 Student 29 80
30 Student 30 85
31 Student 31 95
𝒙 ̅ 81.13
𝒙 ̅˃ 14
˂ 𝒙 ̅ 17
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Appendix 6. Questionnaire of Preliminary Field Testing
Questionnaire of Evaluators Validation
The questionnaire is intended to obtain data from the respondent to give feedback
concerning the Monopoly Board Game. As a respondent of the research, you are
requested to evaluate the Monopoly Board Game.
Respondent’s Identity
Name :
Educational Background : □ Diploma (D1, D2, D3) □ S2
□ S1 □ S3
Teaching experiences : year(s)
You are expected to state your evaluation by circling a number that represents your
evaluation.
No Statement
1
The students’ need
Very bad-
formulated 1 2 3 4 5 6 7 8 9 10
Very well-
formulated
2
The appropriateness of the Monopoly board game to 8th grade
students
Very
inappropriate 1 2 3 4 5 6 7 8 9 10
Very
appropriate
3
The subject discussed
Very bad-
covered 1 2 3 4 5 6 7 8 9 10
Very well-
covered
4
The instruction of Monopoly board game
Very
complicated 1 2 3 4 5 6 7 8 9 10 Very clear
5
The learning activities
Very boring 1 2 3 4 5 6 7 8 9 10 Very
interesting
6
The interaction with others
Very
unsupported 1 2 3 4 5 6 7 8 9 10
Very
supported
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No Statement
7
The daily-life learning to practice managing money
Very
unsupported 1 2 3 4 5 6 7 8 9 10
Very
supported
8
The color be used
Very
unattractive 1 2 3 4 5 6 7 8 9 10 Very attractive
9
The pictures be used
Very boring 1 2 3 4 5 6 7 8 9 10 Very
interesting
10
The layout, overall
Very boring 1 2 3 4 5 6 7 8 9 10 Very
interesting
Please give your comments and suggestions toward the Monopoly Board Game.
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
THANK YOU
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Appendix 7. The Board of Monopoly Board Game
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Appendix 8. The Cards of Monopoly Board Game
Chance the -y as double consonant final into an -i in regular verb before add -ed. (i.e. study, carry, empty)Sam _____ (be) at the beach with his
friends.We are busy with our homework.
got - this - up - morning - - earlyI begin
Some verbs are not change (i.e. cut - cut).
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Appendix 9. The Rules of Monopoly Board Game
RULES OF GAME
(for 3 up to 5 players)
MONEY
Every player gets $ 200,000, divided into:
$ 50,000 = 2 pieces $ 5,000 = 3 pieces $ 500 = 4 pieces
$ 20,000 = 2 pieces $ 2,000 = 4 pieces $ 200 = 3 pieces
$ 10,000 = 3 pieces $ 1,000 = 4 pieces $ 100 = 4 pieces
START-UP
All the players decide one person who becomes the Bank also serve as the Corrector. Players roll dice in
turn, the highest play first. The game pieces start at START. The first player rolls the dice and moves the
game piece to the left according the dice number and so on.
TREASURE AND CHALLENGE
If the game piece lands on Treasure, the player must take a card from Treasure and read out loud to other
players. If the game piece lands on Challenge, the player must take a card from Challenge and answer the
exercise written. The player is given 2 minutes to answer the exercise. The player only given 1 chance to
answer. When the player makes mistake 3 times, the player has to go to Jail.
Short Answer
The player has to change the word in parentheses into Simple Past Tense and read the whole sentence.
Error Recognition
The player has to find the mistake in the sentence and change with correct Simple Past Tense sentence.
Jumbled Sentence
The player has to rearrange the sentence into correct sentence.
Word
The player has to change the Present Verb (V1) into Past Verb (V2).
LANDS ON PROPERTY THAT ARE NOT OWNED BY ANYONE
If the game piece lands on property that has not owned by anyone, the player can buy the property from
the Bank. After buying the property, the player get a card from the Bank.
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LANDS ON PROPERTY OWNED BY SOMEONE
If the game piece lands on property owned by someone, the player has to pay the tax to the owner
according to the card.
BONUS
Every player gets $ 20,000 from the Bank after passing START.
DICES
If the dices show same number, the player keeps moving. If the dices show same number for 3 times, he
player has to go to jail. The player can go out from the jail if the player skip the turn 3 times or roll same
dices or pay $ 20,000.
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PERATURAN PERMAINAN
(untuk 3 sampai 5 pemain)
UANG
Setiap pemain mendapatkan $ 200,000, dibagi menjadi:
$ 50,000 = 2 lembar $ 5,000 = 3 lembar $ 500 = 4 lembar
$ 20,000 = 2 lembar $ 2,000 = 4 lembar $ 200 = 3 lembar
$ 10,000 = 3 lembar $ 1,000 = 4 lembar $ 100 = 4 lembar
PERMULAAN
Semua pemain menentukan yang menjadi Bank merangkap Korektor. Para pemain melempar dadu
bergantian, pemain dengan nilai tertinggi bermain duluan. Permainan dimulai dari START. Pemain pertama
melempar dadu dan melaju sesuai nilai dadunya dan begitu seterusnya.
TREASURE DAN CHALLENGE
Jika berhenti pada Treasure, pemain harus mengambil kartu Treasure dan membacanya secara keras
agar pemian lain dapat mendengarnya. Jika berhenti pada Challenge, pemain harus mengambil kartu
Challenge dan menjawab soalnya. Pemain diberi waktu 2 menit untuk menjawab. Pemain hanya diberi 1
kesempatan untuk menjawab. Jika pemain membuat kesalahan 3 kali, pemain tersebut masuk penjara.
Short Answer
Pemain harus mengganti kata dalam kurung menjadi Simple Past Verb dan membaca seluruh kalimatnya.
Error Recognition
Pemain harus menemukan kesalahan pada kalimat dan mengganti dengan kalimat Simple Past Tense yang
benar.
Jumbled Sentence
Pemain harus menata kalimat tak beraturan menjadi kalimat yang benar.
Word
Pemain harus mengganti Present Verb (V1) menjadi Past Verb (V2).
BERHENTI PADA PROPERTI YANG BELUM DIMILIKI
Jika berhenti pada properti yang belum dimiliki siapapun, pemain dapat membeli properti tersebut dari
Bank. Lalu, pemain mendapat kartu dari Bank.
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BERHENTI PADA PROPERTI MILIK SESEORANG
Jika berhenti pada properti milik seseorang, pemain tersebut harus membayar pajak kepada pemilik sesuai
dengan kartu kepemilikan.
BONUS
Setiap pemain mendapatkan $ 20,000 dari Bank setelah melalui START.
DADU
Jika dadu menunjukan nilai yang sama, pemain tetap melaju. Jika dadu menunjukan nilai yang sama tiga
kali, pemain masuk penjara. Pemain dapat keluar dari penjara jika pemain tersebut melewati 3 kali
gilirannya atau melempar dadu dengan nilai sama atau membayar $ 20,000.
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