Abstrak


The effectiveness of applying games towards the learning motivation and the english performance of Widya Wacana’s students of year 5


Oleh :
Maria Dwi Ratnani W. A - C9305130 - Fak. Sastra dan Seni Rupa

ABSTRACT 2008. The aim of this report is to describe the effectiveness of applying games towards the learning motivation and the English performance of Widya Wacana’s Students of year 5. It was conducted by doing the research in Widya Wacana II Elementary School, Surakarta. The objectives of the research are to identify the effectiveness of applying games towards students’ learning motivation, and to find out the effectiveness of applying games towards students’ English performance. The descriptive qualitative method was applied in this report to gain and discuss the information from the field, especially those related to the objectives of the report. The conducting of the data is done through collecting, analyzing, and making conclusions. The data of the research are gained through doing observation, interview, and literary studies. By applying the method, the effectiveness of applying games towards students’ leaning motivation and students’ English performance can be done optimally. Based on the discussion, the result of the analysis shows that applying games in the English class can really motivate the students to be more active and enthusiastic to join the English lesson, also increase students’ English performance. In conclusion, applying games really produces some effective benefits, especially towards the learning motivation and the English performance of the students. Therefore, it really becomes the effective method to be applied in the English class.