ILHAM `IZZUDDIN, 1860203222089 and NURUL CHOJIMAH, 196906292009012001 (2026) THE CORRELATION BETWEEN THE FREQUENCY OF PLAYING VIDEO GAMES AND THE 11th GRADE STUDENTS’ LISTENING COMPREHENSION AT SMAN 1 TULUNGAGUNG. [ Skripsi ]
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Abstract
The thesis entitled "The Correlation Between the Frequency of Playing Video Games and the 11th Grade Students’ Listening Comprehension at SMAN 1 Tulungagung" was written by Ilham ‘Izzuddin, Students ID Number 1860203222089, English Education Study Program, Faculty of Tarbiyah and Teacher Training, supervised by Dr. Nurul Chojimah, M.Pd. Keywords: Frequency of Playing Video Games, Listening Comprehension, Correlation, and 11th Grade Students. Listening comprehension is one of the most important yet challenging skills for learners of English as a foreign language, including Indonesian students. In this digital age, video games that use English as their primary audio language have the potential to serve as an informal medium for English exposure through dialogue, narration, and character interactions. Based on this background, this study poses the following question: Is there a correlation between the frequency of playing video games and the listening comprehension skills of 11th grade students at SMAN 1 Tulungagung? This study employed a quantitative method with a correlational design. The sample consisted of 86 11th grade students selected through purposive sampling from three classes. Data were collected using two instruments: a video game playing frequency questionnaire adapted from Anderson & Dill and a listening comprehension test adopted from Longman’s Complete Course for the TOEFL Test. Both instruments were tested for validity and reliability, with Cronbach’s Alpha values of 0.923 for the questionnaire and 0.768 for the listening test. Since the Kolmogorov-Smirnov normality test indicated that neither variable was normally distributed, a correlation analysis was conducted using Spearman’s Rho test via IBM SPSS 25. The results of the analysis show a correlation coefficient of 0.037 with a significance value of 0.738, which far exceeds the threshold of 0.05. This coefficient indicates a positive direction but with a very weak strength. Most students fall into the very low to low gaming frequency categories, while the majority of their listening comprehension scores are also in the lowest category. These results were likely influenced by the students’ overall low gaming frequency and the lack of control over the types of games played, particularly whether those games actually used English as their primary audio language. Based on these findings, it is concluded that there is a very weak correlation between video game playing frequency and the listening comprehension skills of 11th grade students at SMAN 1 Tulungagung. This result does not mean that video games lack potential as a language learning medium. Rather, it indicates that playing frequency alone is not sufficient to produce a measurable relationship. Teachers are advised to specifically recommend English-language games to students, while future researchers are encouraged to investigate not only frequency but also the type of game, the duration of gaming sessions, and the extent to which students are actively engaged with the English content in the games they play.
| Item Type: | Skripsi |
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| Subjects: | Bahasa Dan Sastra > Bahasa Inggris Pendidikan > Pendidikan Menengah Atas |
| Divisions: | Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris |
| Depositing User: | 1860203222089 ILHAM `IZZUDDIN |
| Date Deposited: | 28 Sep 2026 07:23 |
| Last Modified: | 28 Sep 2026 07:23 |
| URI: | http://repo.uinsatu.ac.id/id/eprint/72616 |
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