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SKRIPSI USING MODIFIED “CLASH OF CHAMPIONS” BY RUANGGURU TO ENHANCE TWELFTH GRADERS’ NARRATIVE READING SKILLS AT SMAN 3 MAGELANG.
English is explicitly the main language of communication between
countries, both in diplomacy and business. However, many students still face
difficulties in understanding English narrative texts, especially in identifying
structure, moral values, and language features, which affects their reading
comprehension. This problem is mainly caused by limited vocabulary, low
motivation, and less effective teaching methods. To overcome these issues,
innovative and interactive learning media are needed. One effective alternative is
the Clash of Champions game by Ruangguru, which combines learning and
competition through engaging stages such memorize, recall, and examine. This
game-based method encourages students’ motivation, critical thinking, and
participation. This study aims to improve students’ reading comprehension of
narrative texts and improve students’ motivation in learning to read English
narrative texts through the modified Clash of Champions at SMA Negeri 3 Kota
Magelang.
The writer conducted a Classroom Action Research (CAR). It was divided
into Pre-cycle, Cycle I, and Cycle II. The study subjects were 34 students of the XII
F1 class of SMAN 3 Magelang. The writer collected the data using observation,
questionnaire, interview, documentation, and tests. The collected data were
analyzed both qualitatively and quantitatively through data reduction, data display,
conclusion drawing, and statistical calculation to measure students’ improvement.
The result of this study showed that the implementation of the modified
Clash of Champions game could reading comprehension of narrative text and
improve students’ motivation. The average reading comprehension score test
increased from 44.97 in the pre-cycle to 87 in Cycle 2, which was categorized as
good. The findings revealed that students became more active and interested during
learning activities. Observation, questionnaire, and interview data showed that
more than 80% of the students demonstrated good motivation after using the
strategy. This indicates that the use of an interactive and engaging Clash of
Champions game can effectively enhance students’ reading comprehension and
motivation in learning narrative texts.
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