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ABSTRACT

INCREASING STUDENTS’ VOCABULARY ACHIEVEMENT THROUGH GUESSING GAME AT THE NINTH GRADE OF

SMP MUHAMMADIYAH 1 SENDANG AGUNG LAMPUNG TENGAH

By:

MIFTAHUL HIDAYATI

Vocabulary is one of important elements in language learning in which it is used to developlearners’language skills. The learners will get difficulties in

communicating or expressing their ideas if they lack of vocabulary. Therefore, the teacher has to use an appropriate technique that is able to raise thestudents’ motivation students to learn vocabulary. There are many ways to teach

vocabulary, one of which is guessing game. Guessing game can be used to make the students interested and enjoyable in learning English.

Therefore, the objective of this research was to find out whether there was a significant increase of the students’ vocabulary achievement after being taught through guessing game. This research applied one group pretest-posttest design. The sample of the research was the grade IX students in academic year of 2011/2012. Vocabulary test in the form of multiple choices was used as the instrument of the research and repeated measures t-test was accomplished to analyze the data.

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ACKNOWLEDGEMENTS

Alhamdulillahirobbil ‘alamin, Praise is merely to The Mightiest Allah SWT for the gracious mercy and tremendous blessing that enable me to accomplish this research project entitled“Increasing Students’Vocabulary Achievement Through Guessing Game at the Ninth Grade of SMP Muhammadiyah 1 Sendang Agung Lampung Tengah”. This script is submitted as a compulsory fulfillment of the requirements for S1 degree of English Education Study Program at Teacher Training and Education Faculty, University of Lampung.

It is important to know that the script would never have come into existence without any supports, encouragements, and assistance by several generous persons.

First of all, I would like to dedicate my sincere gratitude and respect to Prof. Dr. Cucu Sutarsyah, M.A. and Dra. Hartati Hasan, M.Hum., as my advisors who have given their advices invaluable guidance and unlimited patience and

encouragement to me during the completion of this research project. My deep gratitude is also given to Dr. M. Sukirlan, M.A. as my examiner suggested and criticized for the improving of the script. It will be hard for me to make the script becomes better without his contributions.

My great appreciation is also extended to Drs. Khaidir as the headmaster of SMP Muhammadiyah 1 Sendang Agung Lampung Tengah Lampung and Nur Khoiri, as the English teacher who have given chance to conduct my research at that school and all students of class IX A and IX B, academic year 2011/2012 for their good participation in this research.

I would like to direct my indebtedness to my wonderful Mama and Papa, Dra. R. Adawiyah and Drs. Khaidir, who always give their endless love, materials, pray motivation and moral encouragement to finish my study. I dedicated this script special for you to make you happy and proud of me. To my dearest sister,

Mesyithatul Umamah and all my big family who cannot be mentioned directly in this script. I am very grateful that I have all of you in my life. Thanks for your pray and give me support in my life. My endless thanks go to my beloved future one Ricky Adiguna who always gives me extra care, loves, and attention. Thank you for your care in accompanying me both of in sadness and happiness patiently

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hospitality, knowledge, and wisdom have supported, enlightened, and entertained me over the many years of our friendship. They have consistently helped me keep perspective on what is important in life and shown me how to deal with reality.

My special appreciation is also extended to all of unforgettable beloved friends in English Department Study Program‘07 especially, Emilia Rosanti, S.Pd., Seftia Rosalina, S.Pd., Siti Maisaroh, S.Pd., Mulyani, S.Pd., Maulisa Muhas, Vera Welianti, Winda Tri Mundari, Rahmawati Bekti R., Tati Fatmawati, Muhammad Kharisma, Harris Tamzil, Iwan Hari Purnomo, Noprisyah Harianto, Y. Alvin Novan, Nyoman Adi Irawan. Thanks for your nice ideas, friendship, help, support and care given.

A deep thankfulness is addressed to my best friends at English Education Study Program ’07: Dony Alfaruqy,Anisa Kencana, Elvita Handayani, S.Pd., Selvia Wuri H. S.Pd., Leni Apridawati, S.Pd., Harits Setyawan, Sulis Heryanto, Markhamah, Nur Sartika, Ariful Hakim, Desy Putriani, Mesi Astriani, Yuyun Fadillah, Irma Junita, Dwi Paramita, Siti Nurjannah, Elfina Putri S, Betty Tresya MN, Rima Wati, Heru Herdianto, Arif Hidayat, Rizco Angga Ariestama,

Abdullah Rizky, Tri Wahyuningsih, Rima Septiana, Okta Yulinda, Manja Restu Sari, Reni Ariyanti, Puput Heri Waskito, Our friendship will not be forgotten.

Last but not least, all the people who have helped me to finish my script that I cannot mention one by one. May The Almighty Allah SWT bless you now and forever. Amien.

Although I have spent several months and have done my very best effort in

completing this script, I realize that this script is still far from being perfect, due to my limited knowledge and experience in English. Therefore, I will warmly accept and highly appreciate any constructive and helpful criticisms addressed to this writing. Hopefully, this research project can be beneficial to the readers or those who want to carry out further research.

Bandar Lampung, April 2012

The writer

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Research Title : INCREASING STUDENTS’ VOCABULARY

ACHIEVEMENT THROUGH GUESSING GAME AT THE NINTH GRADE OF SMP MUHAMMADIYAH 1 SENDANG AGUNG LAMPUNG TENGAH

Students’ Name :

Miftahul Hidayati

Students’ Number : 0743042023

Department : Language and Art Education

Study Program : English Education

Faculty : Teacher Training and Education

APPROVED BY

Advisory Committee

Advisor I Co-Advisor

Prof. Dr. Cucu Sutarsyah, M.A.

Drs. Hartati Hasan, M.Pd.

NIP 19570406 198603 1 001 NIP 19490928 197603 2 001

The Chairperson of

Language and Arts Education Department

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By

MIFTAHUL HIDAYATI

LAMPUNG UNIVERSITY

BANDAR LAMPUNG

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By

MIFTAHUL HIDAYATI

A Script

Submitted in a Partial Fulfillment of The Requirement of S-1 Degree

in

The Language and Arts Department of The Faculty of Teacher Training and Education

LAMPUNG UNIVERSITY

BANDAR LAMPUNG

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The writer,Miftahul Hidayati, was born on April 4th, 1990 in Bukittinggi, West Sumatera. She is the oldest child of the great

couple, Drs. Khaidir and Dra. R. Adawiyah. She has a younger

sister, Mesyithatul Umamah.

She began her study from Kindergarten at TK Miftahul Huda Sendangagung

Lampung Tengah in 1994 and graduated in 1995. In the same year, she continued

at Elementary School at SD Negeri 2 Sendangagung Lampung Tengah. In 2001,

she joined a state Junior High School at SMP Muhammadiyah 1 Sendangagung

Lampung Tengah. After graduating from Junior High School in 2004, she entered

SMA Negeri 1 Kalirejo Lampung Tengah. She directly entered English

Department at Teacher Training and Education Faculty, Lampung University in

2007.

From Juli 20thto September 30th, 2011 she accomplished her Teacher Training

Program (PPL) as one of the requirements for FKIP students, at SMA Al-Azhar 3

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LIST OF TABLES

Table Page

1. Table of Specification of Try Out Test ... 30

2. Distribution Frequency of the Students’ Score of the Pretest... 39

3. Distribution Frequency of the Students’ Score of the Posttest... 40

4. The Mean Scores of the Pretest and the Posttest ... 42

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Allah always answers your pray, maybe not always

with yes but with the best

-Anonim-The only thing we have to fear is fear itself.

-Franklin D.

Roosevelt-Only those who dare to fail that would be

successful

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Kennedy-TABLE OF CONTENTS

TABLE OF CONTENTS ... x

LIST OF TABLES ... xii

LIST OF APPENDICES ... xiii

CHAPTER I. INTRODUCTION 1.1 Background of the Problem ... 1

1.2 Formulation of the Problem ... 4

1.3 Objective of the Research ... 5

1.4 Uses of the Research ... 5

1.5 Scope of the Research ... 5

1.6 Definition of Terms ... 6

CHAPTER II. LITERATURE REVIEW 2.1 Concept Of Vocabulary ... 7

2.2 Concept of Teaching Vocabulary ... 10

2.3 The Ways of Learning Vocabulary ... 11

2.4 Concept of Game... 13

2.5 Concept of Guessing Game ... 18

2.6 Teaching Vocabulary through Guessing Game ... 19

2.7 Procedures of Teaching English Vocabulary through Guessing Game ... 22

2.8 Theoretical Assumption ... 23

2.9 Hypothesis ... 24

CHAPTER III. RESEARCH METHOD 3.1 Research Design ... 26

3.2 Subject of the Research ... 26

3.3 Data Collecting Technique ... 27

3.3.1 Pretest ... 27

3.3.2 Treatments ... 28

3.3.3 Posttest ... 28

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3.4.4 Discrimination Power... 33

3.4.5 Scoring System ... 35

3.5 Data Analysis ... 34

3.6 Hypothesis Testing ... 35

CHAPTER IV. RESULT OF THE RESEARCH AND DISCUSSIONS 4.1 Results of the Research ... 36

4.1.1 The Results of Try Out ... 37

4.1.2 The Results of Pretest ... 38

4.1.3 The Results of Posttest ... 40

4.1.4 Increase of the students’ Vocabulary achievement ... 41

4.2 Discussions ... 43

CHAPTER V. CONCLUSIONS AND SUGGESTIONS 5.1 Conclusions ... 50

5.2 Suggestion ... 51

REFERENCES ... 52

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CHAPTER I INTRODUCTION

1.1 Background of the Problems

English curriculum in Indonesia is formulated with the intention that Indonesian

students can master English fluently. The government of Indonesia has set up a

policy that English is the first foreign language which is taught as a compulsory

subject. It is taught not only in elementary school, junior high school, and senior

high school, but also in university level. It is taught in order to make students able

to communicate in English. To make the students able to communicate in English,

they should learn language.

In learning English, vocabulary plays an important role as a starting point for

mastering other language skills. Vocabulary is one of the elements that enable

learning to develop the four skills, i.e. speaking, listening, reading and writing. In

order to communicate well, students should acquire an adequate number of words

and they also should know how to use them accurately. Rivers (1983:125) stated

that the acquisition of an adequate vocabulary is essential for successful second

language. Without an extensive vocabulary, the students will be unable to use the

structures and function they may have learned for comprehensible

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together to build the language. Furthermore, Wallace (1989:9) says that

vocabulary is the vital aspect of language. It means that when the students want to

construct a sentence to express their idea, they will get difficulties to express or to

understand a language without adequate mastery of vocabulary.

Based on the observation at SMP Muhammadiyah 1 Sendang Agung where the

researcher carried out the research, in third grade of that school, there were many

students who had very limited mastery of vocabulary. It can be proven by the

result of vocabulary test. From the test, it was found out that there were only six

students who got score 60. Meanwhile, the other students got low score above 50.

The result of the test suggests that the students’ vocabulary mastery is still low.

In addition, the English teacher faces several problems. First, the teacher got

difficulties to handle the class because the condition of the class was very noisy.

Although some of the students are active, most of them are little bit slowly in

understanding the materials.

Second, the teacher was not able to motivate the students to learn vocabulary

because the lack of strategy to arouse their attention and motivation to study.

Sometimes teacher teach vocabulary using the same way as they teach the other

aspects such as structure, reading, writing, speaking, or listening. As a result, they

are bored when they learn English. Suprapto (1992: 2) also supports that in his

experience for 12 years of teaching English, he realizes that he tends to use the

conventional technique in teaching vocabulary. He could not motivate his students

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Based on the problems above, the researcher assumed thatthe students’ lack of vocabulary is caused by the teachers’in ability to select appropriate technique. In

Teaching learning process the teacher should consider the way of teaching in

order to get better result. In fact, it is the teacher`s responsibility to determine an

appropriate way of teaching which is easier and more useful that can motivate the

students to involve in the activity of learning. As Moore (2000: 25) states that

students may want to complete particular assignment. Principally, it interests and

excites them, rather than in order to achieve a high grade or to pleased their

teacher or parents. The statement suggests that it is better to motivate the students

by giving an interesting and exciting activity rather than just giving them a high

score.

There are many techniques that can be used to teach vocabulary. According to

Napa (1991), there are many ways that can be used to develop students’

vocabulary achievement. It can be taught by using many different techniques,

such as picture, crossword puzzle, song, game, text, scrabble, translation, etc. At

the technique stated above, the writer chooses game technique for teaching

vocabulary because in game, all kinds of game, there is an element of fun and the

students are active to take part in it.

Among the games offered, the researcher selected guessing game as a technique in

teaching vocabulary of sports. McCallum (1980:3) states that guessing game is a

good exercise to teach or to revise some specific vocabulary, grammatical

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slow and fast learners because guessing game is interesting, each student get

engaged in the task.

It is expected that this technique canincrease the students’ vocabulary

achievement since the process of vocabulary teaching would be more enjoyable,

interesting, and motivating. Huyen and Khuat (2003: 3) states that learning

vocabulary through guessing game is one of effective and interesting way that can

be applied in any classrooms. They also state that guessing game has shown to

have advantage and effectiveness in learning vocabulary in various ways. First,

guessing game brings in relaxation and fun for students, thus helps them learn and

retain new word more easily. Second, guessing game usually involves friendly

competition and they keep learners interested. These create the motivation for

learners of English to get involved and to participate actively in the learning

activities. Third, guessing game bring real world content into the classroom, and

enhance students’ use of English in flexible, communicative way. It will help them to get a new vocabulary and remind the previous vocabulary that they have

already learned. So their vocabulary will stay longer in their mind.

Based on the advantages a guessing game that had explained above, the researcher

is interested to apply this for teaching vocabulary. It is expected that, by using

guessing game, the teachercan increase the students’vocabulary achievement.

1.2 Formulation of the Problem

Referring to the background above, the researcher formulated the problem of the

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“Is there any significantincrease of students’vocabulary achievement after being taught through guessing game?”

1.3 Objective of the research

Based on the formulation above, the objective of this research is to find out

whether there is a significant increaseof the student’s vocabulary achievement at

the ninth grade of SMP Muhammadiyah 1 Sendang Agung after being taught

through guessing game.

1.4 Uses of the Research

The research will be useful both practically and theoretically.

1) Theoretically, the results of this research are expected to confirm and

clarify previous theories about teaching vocabulary through guessing

game.

2) Practically, the results of this research can be used as information for

English teacher, especially about the process of teaching vocabulary

through guessing game.

1.5 Scope of the Research

This research is about increasing students’ vocabulary achievement through

guessing game. This research will be conducted at the ninth grade of SMP

Muhammadiyah 1 Sendang Agung, Lampung Tengah in the academic year of

2011/2012. In this research, the researcher focused on the implementation of

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treatments. This research is focused on vocabulary of sport especially content

words (noun, verb and adjective). Adverb is not used in the training because it

seemed difficult to be used in guessing game. The materials taught are based on

the students’hand book for the ninth grade of Junior High School.

1.6 Definition of Terms

Some terms are defined in order to give the basic understanding of the related

variables and concepts, they are stated below:

1) Vocabulary

It isnumber of words that have been learned by the students with “the sport” as the topic.

2) Guessing games

This technique is used by the researcher to teach the students about the

vocabulary of sport by using Yes/No questions.

3) Vocabulary achievement

It isthe increase of students’ vocabulary thathave been achieved after

being taught through guessing game that is seen by the result of pretest

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CHAPTER II LITERATURE REVIEW

2.1 Concept of Vocabulary

Vocabulary is one of the important factors that can support the students to

communicate. It has an important role in language learning because it is a basic

element of language that will make the language meaningful. Vocabulary is also a

list of words found in a particular language. Webster (1988: 110) states that

vocabulary is a list of words usually arranged alphabetically and defined,

explained, or translated into the range of language, the stockof word a person’s command the word used in particular, the branch of object language referring to

the definition of vocabulary, it is understood that vocabulary is the basic element

of language which will make human communication passive.

One who masters enough vocabulary will find fewer difficulties than those who

have fewer vocabularies. When they read a certain text, they will easily get the

information from it since they can understand every word in the text. On the

others hand, those who lack of vocabulary will face a lot of problems. Mastery of

vocabulary will be useful for the process of achieving language- teaching

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If the learners want to communicate with others in certain language, they must

master enough the vocabulary of that language. Without vocabulary, the learners

cannot communicate effectively or express their idea. Harimurti as cited in

Suprapto (1999: 6) states that vocabulary is a component of language containing

information about the meaning and using of words in language. If learners have

the vocabulary they need, it is usually possible to communicate after a fashion. An

adequate vocabulary may enable the message to be expressed clearly.

Dealing with the ideas above, the researcher assumes that the learners have to

learn vocabulary in order to express their idea. One needs to understand an

adequate number of words. It is supported by Rivers (1970:462) who says that it

would be impossible to learn a language without words or vocabulary. The

statement suggests that people do nothing to communicate if they do not know the

words or vocabulary. In other words, vocabulary is important for the students to

learn in order that they can express their minds, make sentences, speak and get

knowledge from the context. Learning vocabulary plays an important contribution

in learning a language which must be considered by the teacher in order to be

careful in selecting the vocabulary that would be taught. Teacher must decide

which words should be taught since there are many kinds of words that belong to

types of vocabulary.

There are some types of vocabulary, Fries (1974: 4) classified English words into

four groups as follows:

1. Content words represent the name of object or thing that is concrete nouns

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kick, push, run, etc) and the qualities of these things that are adjectives (fast,

good, bad, heavy, etc) and adverb (quickly and slowly).

2. Function words are those which are used as a means of expressing relation of

grammatical structure, such as conjunction (and, but, however, etc) article (a,

an, the), and auxiliaries (do, does, did).

3. Substitute words are those which represent to individual things or specific

action as substitutes for whole form classes, that is indefinites articles

(anybody, nobody, someone, somebody, etc)

4. Distributed words are those that are distributed in use according to

grammatical matters as the presence or absence of negative, such as, any,

either, neither, too, or yet.

In this research, the material of teaching English vocabulary will be taken from

the content words (noun, verb, and adjective) since the researcher assumes that it

is appropriate with guessing game. The researcher will choose them as the

material because they are often used as a satisfactory means of communication.

Finally, it is better to teach vocabulary by taking the students into account, so that

teaching vocabulary can more meaningful and useful. Therefore, the students will

be easier to understand the meaning of words taught and their vocabulary increase

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2.2 Concept of Teaching Vocabulary

Traditionally, the teaching of vocabulary above elementary levels (Junior High

School until University) was mostly incidental, limited to presenting new items as

they appeared in reading or sometimes listening texts. This indirect teaching of

vocabulary assumes that vocabulary expansion will happen through the practice of

other language skills, which has been proved not enough to ensure vocabulary

expansion.

Teaching vocabulary should be taken into account and the technique that is used

by the teacher must be considered. He should search for better ways of teaching

vocabulary so that it will be meaningful and useful and the students will find it

easier to understand the words which are taught and they can also increase them

well. So, in teaching vocabulary, the teachers have responsibility to make their

teaching successful. There are very strong reasons for systematic and principle

approach to vocabulary by both teacher and learner. The teacher should be able to

teach vocabulary or words as much as possible to the students by using certain

technique of course. Nation (1974: 18) says that when we teach a word, we must

teach three things:

1. We must teach the shape of form of the word.

2. We must teach the meaning of the word.

3. We must teach that form and the meaning of the word go together.

Allen & Vallete (1983: 116-117) in Gnainoska (1998: 12) state that teaching

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combining the available technique of teaching. It is hoped that a good technique

will be more enjoyable, interesting and motivating so that the students will not be

bored in the teaching and learning process. It will help them to get the materials

stay longer. It means that the teacher has to be aware with the kind of teaching

technique that she will use to come to her goal.

2.3 The ways of Learning Vocabulary

Ideally, the teacher needs to take into account of teaching vocabulary. He/she

should search for better ways of teaching vocabulary so that it will be meaningful

and useful and the students will find it easier to understand the words which are

taught and they can also increase them well. According to Kustarjo (1988: 24),

there are five ways of teaching vocabulary, they are:

1) Teaching vocabulary through creativity

By using this technique, the teacher should provide many choices to the

students as they want to learn. The teacher can apply some techniques which

enable the students to be creative in producing vocabulary, such as giving

pictures, game, drama, providing key words, etc.

2) Teaching vocabulary through translation

This method considered as ancient one. Here, the teacher teaches the

meaning of the words through translation. For example, the word “lovely”

in Indonesian means “indah”

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3) Teaching vocabulary through guessing

This technique needs the teachers’ ability to encourage students to guess first the consult their dictionary. To guess right, students should have a good

rational. The teacher can draw five pictures on board. Then teacher

pronounce a word and ask one of students to point at one of the pictures,

students think relevant to the word pronounced by teacher.

4) Teaching vocabulary through context clues

In this case, the teacher can use the context clues on word recognition by

figuring out the meaning of a word based on the clues in the surrounding

context, for example by giving the antonym, synonym, etc.

5) Teaching vocabulary through derivation

This technique requires the teacher to involve the four classes of words on

the basis of their position of occurrences in English sentence pattern. The

teacher can use the noun, verb, adjective, and adverb then asks the students

to mention the derivation of the words. For example: to jump (verb), jumper

(noun), and jumping (noun).

From those five possible ways of teaching vocabulary above, the researcher is

going to apply game especially guessing game as a technique in this research, so

the techniques is included in teaching vocabulary through creativity. By teaching

through the games, the researcher will create a good atmosphere in the classroom

so that the students will be tense to learn. The researcher hopes the by applying

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2.4 Concept of Game

A game is an activity that can be used as a teaching technique in order to make the

lesson more enjoyable, interesting, and motivating. It is supported by Waldman

(1979: 53) as cited in Sartika (2003: 10), who says that games are, by definition,

fun, and nearly everyone would agree that if learning can be made enjoyable, then

students will learn more. Moreover, Rodger (1961) states that a game is a kind of

teaching aids that can be applied to a class. A game has such components, such as,

it should involve from a play to be performed or activity to be done, it should has

particular objective to be achieved and it also has particular rules to be followed

because students not only enjoy the game but also compete among others.

In addition, Rodger (1981: 1) also states that the use of game can develop

activities to make students forget that they are in the class that is to relax the

students by engaging them in stress. It means games offer a variety of interesting

activities in which the students may explore many enjoyable aspects of learning.

Games help the students to keep on concentrating to what have been discussed

during the hours. This statement is supported by Wright (1989: 1) who says that

games help and encourage learners to sustain their interest and work. In this case,

the students learn the vocabularies through the activities that they play in the

games. It can be guessing from the instruction, action or information played in the

games. This technique will make the students learn the vocabularies without

realizing that they are learning. So by applying a game the presentation of

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compete with each other. Games also help the teacher to create context in which

the language is useful and meaningful.

It is obviously that games can be used as teaching techniques in order to make a

lesson more interesting and exciting. Thus, games motivate and encourage

students in learning English actively. Games are a great technique to pick up new

vocabulary and play with the vocabulary that has already familiar. Games consist

of fantasy, ritual, competition, and luck that are interesting for students. These

things make games enjoyable. It means games reduce boredom. When games are

used, the situations of classroom become life and natural.

Games create situations that make students need and want to use English. Lee

(1994) explained it occurs because in games language is linked by action. Thus,

games are appropriate to the principle of language accompanying action. As a

technique of teaching games involve students actively. Through games all

students can get opportunity to succeed. Besides, they will enjoy and relax in

learning. As stated by Paul (2003:49), they will take what they learn through

game and use it in daily life. Besides that, games have comfortable environment,

so that they will be able to take a risk and try something new.

But, in choosing the game, the teacher should consider several things.

Well-chosen games are invaluable as they give students a break and the same time

allows students to practice language skill. The teachers need to use the games that

students like and do not use too many or too few kinds of games. Too many kinds

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the game too predictable so that the games are not challenging. In using that

technique, teachers should not to play games for too long because children will

begin to lose interest. Even though games have advantages, using games must

consider other factors. Tyson in Mei and Jang (2000: 4) state that there are some

factors that should be considered before choosing the games:

 A game must be more than just fun

 A game should involve “friendly” competition

 A game should keep all students involved and interested

 A game should encourage students to focus on the use of language rather

than on the language itself

 A game should give students a chance to learn, practice, or review specific

language material.

Those points are very important in selecting the game since there are so many

kinds of game that there are sometimes overlap. As stated by Hadfield (1999), he

classifies language games into some types, they are:

a. Sorting, ordering, or arranging games

For example, students have a set of cards with different products on them, and

they sort the cards into products found at a grocery store and products found

at a department store.

b. Information gap games

In such games, one or more people have information that other people need to

complete a task. For instance, one person might have a drawing and their

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by the person with the drawing. Information gap games can involve a

one-way information gap, such as the drawing game just described, or a two-one-way

information gap, in which each person has unique information.

c. Guessing games

These are a variation on information gap games. One of the best known

examples of a guessing game is 20 Questions, in which one person thinks of a

famous person, place, or thing. The other participants can ask 20 Yes/No

questions to find clues in order to guess who or what the person is thinking

of.

d. Searching games

These games are yet another variant on two-way information gap games, with

everyone giving and seeking information. Find Someone Who is a well

known example. Students are given a grid. The task is to fill in all the cells in

the grid with the name of a classmate who fits that cell, e.g., someone who is

a vegetarian. Students circulate, asking and answering questions to complete

their own grid, and help classmates complete theirs.

e. Matching games

As the name implies, participants need to find a match for a word, picture, or

card. For example, students place 30 word cards, composed of 15 pairs, face

down in random order. Each person turns over two cards at a time, with the

goal of turning over a matching pair, by using their memory. This is also

known as the Pelmanism principle, after Christopher Louis Pelman, a British

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f. Labeling games

These are a form of matching, in that participants match labels and pictures.

g. Exchanging games

In these games, students barter cards, other objects, or ideas. Similar are

exchanging and collecting games. Many card games fall into this category,

such as the children’s card game.

h. Board games

Scrabble4 is one of the most popular board games that specifically highlight

language.

i. Role-plays games

The terms role play, drama, and simulation are sometimes used

interchangeably but can be differentiated (Kodotchigova, 2002). Role play

can involve students playing roles that they do not play in real life, such as

doctor, while simulations can involve students performing roles that they

already play in real life or might be likely to play, such as customer at a

restaurant. Dramas are normally scripted performances, whereas in role plays

and simulations, students come up with their own words, although

preparation is often useful.

From the type of games which has explained above, to obtain more sufficient

results in teaching, the researcher wants to apply guessing game as one of the

techniques which is predicted to be good to reach the goals in teaching

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2.5 Concept of Guessing Game

Essentially, in guessing and speculating games, someone knows something and

the others must find out what it is. It is supported by Merriam Webster (1988)

who says that, “Guessing game is game in which theparticipants compete

individually or team in the identification of something indicated obscurely (as in

riddles or charades). Based on the definitions above, it can be concluded that

guessing game is a game in which a person knows something and the others who

do not know competes individually, pairs or in a team to find out.

In this case, the students have to solve the problem by guessing. Guessing game

emphasizes the students working together upon the problem. As stated by Klippel

(1984: 155), a guessing game is a game where the students in each group have to

solve the problem by guessing. Each student is equally importance no matter their

abilities, they are trying to listen to all viewpoints. Then they finally try to weigh

or consider the alternative solution of the problem. That is why this game is said

to improve cooperation and mutual acceptance within the group.

Furthermore, Wikipedia (2011: 1) states that a guessing game is a game in which

the object is to guess some kind of information, such as a word, a phrase, a title,

or the location of an object. Guessing game is played co-operatively. Some

player(s) know the answer, but cannot tell the other(s), instead they must help

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19

A guessing game is a game in which the aim is to guess the answer to a certain

question or a problem. Hadfield (1999: 4) states that a guessing game is a

variation on an information gap games. One of the best known examples of a

guessing game is, in which one person thinks of a famous person, ideas, place, or

thing and then the other participants can ask 20 Yes/No questions to find clues in

order to guess who or what the person is thinking of. The students are forced to

think before the guessing. It needs a process that will make the vocabularies stay

longer in their mind.

Based on the statements above, it is clear that by applying guessing game in

learning vocabulary, the teaching and learning will be more interesting, enjoyable,

and motivating the students because it is the combination between language

practice and fun and excitement. Besides that guessing games are liked by

students. It will arouse considerable interest and encourages the students since

guessing game is appropriate with the characteristics of Junior High School

students who love competitive activity and group work.

2.6 Teaching Vocabulary through Guessing Game

This game will be the activity that students naturally and universally engage in.

Besides it is possible to be applied since this game can be used individual or in

group, howeveraccording to McCallum (1980: 4) “It is not an easy task to introduce guessing game into the classroom and many factors have to be taken

into account. We need to consider the learners age, the number of students in the

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level they present and first and foremost the simple fact if they are willing to take

part in the activity.

Moreover, naturally when playing guessing game, students will try to win or to

beat other teams for themselves or on the behalf of their team. They will be so

competitive while playing since they want to have a turn to play, to score points

and to win. In the class, the students will participate in the activities. Therefore, in

groups or in pairs, they will be more willing to ask questions, to communicate and

to discuss with their partners and think creatively about how to use English to

achieve the goal. The competition in this game gives students a natural

opportunity to work together and communicate in English with each other a lot.

So that the students will be forced get the new vocabularies.

McCallum (1980: 4) also states that there are some advantages and disadvantages

of using guessing game in the classroom activity.

The advantages are:

a. Guessing game is used for learning some new material or revising the old

one. For example; vocabulary.

b. Guessing game is interesting and challenging in teaching learning

vocabulary.

c. Guessing game can be one of the highest motivating techniques in

teaching learning vocabulary.

d. Guessing game can be played in pair or group. So that, the students have a

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21

e. Guessing game can be used in any language teaching situation and with

any skill area whether reading, writing, speaking or listening is concerned.

f. Guessing game makes the students comfortable and enjoyable in learning

vocabulary so they are not bored in the classroom.

g. The students will play and learn attractively.

It is clear that guessing games are highly motivating since they are amusing,

interesting and at the same time challenging. The activities in this game get all the

students to move around and activate their mental capacities, thus motivating

learners in learning and retention. At that time, students who are shy also attend

the activities with fun, forgetting their shyness and feeling of fear. Besides that, in

this kind of games the learners interact a lot with one another.

The disadvantages are:

a. Guessing game sometimes can cause a lot of noise in the classroom.

Students who are too noisy may interrupt other learners and teacher as

well. The noisy behavior can be minimized with a simple rule which says

that it makes them lose points.

b. Problem related to students’ quarrels. Such conflicts are often started by students who lose a game. They do not want to accept they have lost. It

takes maturity and responsibility to deal with the problem of this kind and

again it is a thing students can be taught while playing a guessing game.

c. The teacher often finds difficulties in controlling the class.

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2.7 Procedures of teaching English Vocabulary through Guessing Game

To do the research, the researcher proposes the steps in teaching vocabulary

through guessing game as follows:

1) The researcher greets the students. For example: “How is your life today?”

2) The researcher tries to attract their attention by asking some question

related to the topic of material, that is sport. For example: “Do you like

sport? How many kinds of sport do you know? Which one is your

favorite?”

3) The teacher tells the students that they are going to study about the

vocabulary of sports through guessing game.

4) The teacher divides them into 6 groups randomly and each group consists

of 5-6 students.

5) The teacher explains the rules of the activity and gives the example.

T : We usually find this person in a football game!

S : Does he play in the middle of the field?

T : No, he does not.

S : Is he a main player in the game?

T : Yes, he is.

S : Does he save a goal post?

T : Yes, he does.

S : Ehm, I guess he is a goalkeeper. It is right?

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23

6) The researcher asks them to play the game. It will be started from the first

group. A representative of the first should come to the front of the

classroom and tell the clue of the firstword. For example, “It is an equipment of sport”.

7) The researcher will allow the other group to ask some Yes/No questions to

lead them guessing the word.

7.1) The number of questions should not more than 20 yes/no questions.

7.2) The right answer will be given 10 score and the wrong answer will be

given -5. It will continue until the last group. But if they cannot

answer, the answer will be given to the group coming in front.

8) After finishing their guessing game using their words given, the teacher

calculates the score and announces the winner which has the highest

points.

9) The teacher reviews the lesson by asking them randomly the meaning of

vocabularies target that they have learnt in their games.

10) The teacher asks the students to discuss the words, which one is noun,

verb, and adjective.

11) At the end, the teacher gives the evaluation.

2.8 Theoretical Assumption

According to frame theories above, vocabulary is important for the students to

learn in order that they can express their minds, make sentences, get knowledge

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without mastering vocabulary the students cannot communicate effectively or

express their idea.

Teaching vocabulary needs taking into account by an English teacher. She should

search for better ways of teaching vocabulary so that it will be meaningful and

useful and the students will find it easier to understand the words which are taught

and they can also increase them well.

There are many kinds of techniques in teaching vocabulary and the teacher should

be able to teach vocabulary or words as much as possible to the students by using

an appropriate technique of course. It means that the teacher has to be aware with

the kind of teaching technique that she will use to come to her goal.

This research was focused on teaching English vocabulary especially content

words at the ninth grade of Junior High School by using guessing game.

Based on the frame of theories by teaching through this game the researcher

believes that it will create a good atmosphere in the classroom so that the students

do not think that they are studying but they are playing game. However, it is done

to enrich their vocabulary. The researcher hopes by applying this technique, the

students will be interested in learning English.

2.9 Hypothesis

Based on the problem, theories, and theoretical assumption above, the researcher

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25

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3.1 Research Design

As mentioned previously, this quantitative research was intended to find out

whether there was a significant increaseof students’vocabulary achievement at the ninth grade of SMP Muhammadiyah 1 Sendang Agung after being taught

through guessing game. The researcher used theone group pretest-posttest design.

The research design is described as follows:

T1 X T2 Where:

T1: pretest

T2: posttest

X : treatments (using guessing game)

(Setiyadi, 2006: 131)

3.2 Subject of the Research

The subjects of this research were the students at the grade IX of SMP

Muhammadiyah 1 Sendang Agung, Lampung Tengah in the academic year of

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27

Sendang Agung. Each class had the same opportunity to be chosen as the subject.

In relation to the design, the researcher took one class to conduct the research as

the experimental class that was class IXA. That class consists of 33 students.

3.3 Data Collecting Technique

The data of the research was the student` vocabulary achievement of sport before

and after the treatments.

The instrument of the research was multiple choice tests, where the researcher

gave pretest and posttest in order to evaluate, to measure the students’vocabulary

achievement of sport (noun, verb, and adjective).

In collecting the data, the researcher used the following procedures:

3.3.1 Pretest

The pre-test was conducted before the treatment. It was done in order to know

how far the students have mastered the vocabulary before treatments were given.

The test used by the researcher was an objective test in the form of multiple

choices. The number of item in the test was 30 items and each item had four

options of answers (A, B, C, D). The time allocation is 60 minutes. The result of

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3.3.2 Treatments

After giving pretest, the students were given three treatments by using guessing

games technique based on the lesson plan which was prepared. Each treatment

was held for 90 minutes.

3.3.3 Posttest

The posttest was administered to the students after they got the treatments. It is

done in order to know how far the students have mastered the vocabulary after

being taught tough guessing game. Similar to the pretest, in the posttest the

researcher also used an objective test in form of multiple choices. The questions

were the same as the pretest. But, the researcher changed the order of the

questions and the distracters from those in the pretest in order that the students not

only memorize or remember the order of the answer for each question but they

can really understand the questions. The posttest consisted of 30 items and each

item had four options of answers (A, B, C, D). The time allocation was 60

minutes. One is the correct answer and the rest are the distracters. The posttest had

the same difficulty and the systems of scoring as the pretest.

3.4 Try Out Test

The try out test was needed to be done to prove whether the test had good quality

or not. The test was said having a good quality if it had a good validity, reliability,

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29

out the instrument of the test gained the data of the research. The test was

administered for 40 items in 60 minutes with four options of answer for each.

3.4.1 Validity

A test was said valid if the instrument measured what should was measured

Arikunto (1986:64). Besides, shohamy (1985:75) adds that it also examines

whether the test is good representation of the material, which needs to be tested.

To measure whether the test had a good validity, the researcher analyzed the test

from content, construct, and face validity.

Content Validity referred to the extent to which a test contents a representative

sample the subject matter, the focus of the content validity was adequacy of the

sample and simply on the appearance of the test (Hatch & Farhady, 1982: 251). In

the content validity, the material given was suitable with the curriculum. In this

case, the researcher used the vocabulary that was supposed to be comprehended

by grade IX students which was based on the KTSP of English for Junior High

School. To fulfill this validity, the researcher saw all the indicators of the instrument

and analyzed them whether the measuring instrument had represented the material

that was measured or not. In this research, the researcher arranged the instrument

based on the material that had been given, which was vocabulary, and the researcher

made the instrument related to vocabulary which was content words (noun, verb, and

adjective). The researcher took those three aspects since it was appropriate with

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used in guessing game. The content of try out is presented in the table of specification

below:

Table 1. Table of specification of try out test

No. Word

Classes Number of Items Percentage

1

Construct validity was focused in the kind of the test that was used to measure the

ability. It was used to the research which had many indicators. According to

Setyadi (2006: 26), if the instrument just measure one aspect, for example

vocabulary, the construct validity can be measured by evaluate all items in the

test. If all items have measured vocabulary mastery, this instrument has fulfilled

construct validity. In this research, the researcher measuredthe students’

vocabulary mastery by giving vocabulary testing in the form of multiple choices.

So the test has been fulfilled the construct validity.

Face validity means that the test has good typing and clear instruction that will not

make the students get confused. (Arikunto, 1997: 173). In this case, questionnaire

was used to measure the face validity of the test. The questionnaires had been given

to two English teachers and two students of SMP Muhammadiyah 1 Sendang Agung

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31

In this research the face validity of the vocabulary test will be checked and examined

by giving questionnaire to them. The questionnaire consisted of five questions in

which there were three optionsof answers, these were ‘Ya’, ‘Kurang’, and ‘Tidak’. Based on the result of the questionnaires, most teacher and students answered ‘Ya’

for question number 1 until 4. Then, for question number 5 only one of them who

answered ‘Kurang’ and three others answered ‘Ya’. So that, it can be stated that the

test which was in the form of multiple choices had looked right and understandable to

other testers, teachers, and students.

3.4.2 Reliability

Reliability refers to the extent to which the test is consistent in its score and gives

us an indication of how accurate the test score are. (Hatch and Farhady, 1982:

244). To estimate the reliability of the test this research, split-half technique was

used. To measure the coefficient of the reliability between odd and even group,

this research used the Person Product Moment Formula (Arikunto, 1997:69) as

follows:

r

l : The coefficient of reliability between first half and second half group

X : The total numbers of first half group

Y : total numbers of second half group

(44)

Y2 : The square of Y

(Lado in Hughes, 1991:3)

Then this researcher used“Spearmen Brown’s Prophecy Formula” (Hatch and

Farhady, 1982:286) to know the coefficient correlation of whole items. The

formula is as follows:

rk : the reliability of the test

rl : the reliability of half test

The criteria of reliability are:

0.90- 1.00 : high

0.50- 0.89 : moderate

0.0 - 0.49 : low

(Hatch and Farhady (1982: 286)

3.4.3 Level of Difficulty

In order to see the difficulty of level, researcher used the following formula:

N L U LD  

Where:

LD : level of difficulty

U : the number of the students who answer correctly

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33

N : the total number of the students

The criteria are:

To see the discrimination power, the researcher used the following formula:

DP =

U : the proportion of upper group students

L : the proportion of lower group students

N : total number of students

The criteria are:

DP: 0.00-0.19 : Poor

DP: 0.20-0.39 : Satisfactory

DP: 0.40-0.69 : Good

DP: 0.70-1.00 : Excellent

(46)

1. If the value is positive discrimination a large number of more

knowledgeable students then poor students god the item in correct. If the

value is zero, no discrimination.

2. If the value is negative, means that more low-students than high level

students got the item correct.

3. In general, the higher the discrimination index, the better. In classroom

situation most items should be higher than 0.20 indexes.

(Shohamy, 1985:81)

3.4.5 Scoring System

In scoring students result ofthe test, this research used Arikunto’s formula. The

highest score was 100. The scores of pretest and posttest were calculated by using

formula as follow:

100 N R S

Where:

S : The score of the test

R : The right answer

N : The total items

(Arikunto, 1997:212)

3.5 Data Analysis

After conducting pretest and posttest, the researcher analyzed the data in order to

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35

mastery. The researcher analyzedthe students’ vocabulary achievement by doing

these activities:

1. Scoring the pretest and posttest

2. Tabulating the score of student’s vocabulary test results using Repeated

measures T-test.

3. Drawing conclusion from the tabulated result of the pretest administering,

that is statistically analyzed using SPSS (statistical Program for Social

Sciences) in order to test whether increase of the students gain is

significant or not.

3.6 Hypothesis Testing

The researcher used the hypothesis testing to prove whether the hypothesis

proposed in this research was accepted or rejected.

The hypothesis of the research was: “There was a significant increase of students’

vocabulary achievement after being taughtthrough guessing game”

The hypothesis was statistically analyzed using Repeated measures T-test that was

used to draw the conclusion in significant level of 0.05 (P<0.05) in which the

hypothesis is approve if Sig<α.

H0 : There is no significant increase of students’vocabulary achievement after

being taught through guessing game.

H1 : There is a significant increase of students’ vocabulary achievement after

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5.1 Conclusions

Having conducting the research at the ninth grade of SMP Muhammadiyah 1

Sendang Agung Lampung Tengah and analyzing the data, the researcher draws

the conclusions as follows:

1. There was a significantincrease the students’ vocabulary achievement at

the ninth grade of SMP Muhammadiyah 1 Sendang Agung after being

taught through guessing game. It can be proved from the increase of the

students’mean score of the pretest and the posttest. The result of the

posttest was higher than the result of the pretest. The mean of the pretest

was 47.07 with the standard deviation was 12.04027. And the mean of the

posttest was 61.81 with the standard deviation was 12.96617. The result of

the hypothesis test shows that the hypothesis was accepted (p<0.05, p=

0.000).

2. Seeing the teaching learning process IXA, it was noted that learning

vocabulary through guessing game could motivate, challenge, and involve

all students in the game. It can be seen from their enthusiasm and

participations in doing the game. All students were active and involved in

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51

vocabulary that they had learnt stay longer in their mind. It can be seen

from increase of thestudents’ score.

3. Teaching English vocabulary through guessing game with an interesting

way, enjoyable, cooperative and competitive situation improved the

students’ interest in learning English and helped them understand the

vocabularies of sport. It is good result because they got new English

vocabularies.

5.2 Suggestions

Considering the conclusions, some suggestions were proposed as follows:

1. Since there is increase on students’ vocabulary achievement taught

through guessing game, English teacher are suggested to apply this game

as as variation of techniques in teaching vocabulary.

2. During the teaching learning process, the researcher was that there were

some students busy with themselves. Therefore, it needs good classroom

management for the teacher to make the teaching and learning process run

well.The English teacher should arrange the students’ chair position and

give time limitation in doing the game. It can make them focus their

attention to the representative of a group coming in front of the class.

3. The researcher found that there were some students did not know the

meaning of some English words used as vocabulary target. Therefore, the

English teacher should observe or review whether all the students in the

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which has been learned. It is needed to avoid the students’ misconception

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REFERENCES

Arikunto,S.1997.Dasar-Dasar Evaluasi Pendidikan.Jakarta: Bina Aksara.

Allen, Edward D. and Rebecca M. Vallete. 1997.Classroom Technique: Foreign Language and English as a Second Language. Atlanta: Harcort Brace Jovanoich Inch.

Fries, C. C. 1974.Teaching and Learning English as Foreign Language. An Arbor: The University of Michigan Press.

Hadfield, Jill. 1999.Intermediete Vocabulary Games.Harlow, Essex: Longman.

Hamachek, D. 1995.Psychology of Teaching, Learning and Growth.Needham heights: Allyn & Bacon.

Hatch, E. and Farhady. 1982.Reseacrh Design and Statistic for Applied Linguistic. London: New Burry House. Inc.

Huyen N. T. T. and Khuat Thi Thu Nga. 2003.Asian EFL Journal.May 27, 2007. http://www.telfgame.com/index/html.

Klippel, F. 1984.Keep Talking.Cambridge: Cambridge University Press.

Lee, W.R. 1994.Language Teaching Games and Contest.Oxford: Oxford University Press.

Lewis, G. and Bedson, G. 1999.Games for children. Oxford: Oxford University Press

McCallun, G. P. 1980.101 Word games. Oxford: Oxford University Press. http://www. Teflgame. come/index/html.

Moore, Alex. 2000.Teaching and Learning Pedagogy, Curriculum and Culture. New York: Routledge Falmer.

Napa, Pieter A. 1991.Vocabulary Development Skills. Jakarta: Yayasan Kanisius.

Nation, Paul S. 1974.Technique for Teaching Vocabulary.English Teaching Forum Vol XIII. USA.

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Rivers, W. M. 1970.Teaching Foreign Language Skill. Chicago. The University Chicago press.

Rivers, W. M. 1983.Speaking in Many Tongues(third edition). Cambridge: Cambridge University Press.

Rodgers, S. Theodore. 1981.A Framework for Making and Using Language Teaching Games. Guidelines for Language Games: A Magazine for Language Teachers (No 5 June 1981)

Sartika, Maya. 2003.A Comparative Study of Students’ Present Tense

Achievement between the Students Who Are Taught through Line Ups Game and those Taught through Ordinary Technique at the First Year Students of SMU 12 Bandar Lampung.Unpublished Script. Bandar Lampung: FKIP, University of Lampung

Setiyadi, Ag. Bambang. 2006. Metode Penelitian untuk Pengajaran Bahasa Asing: Pendekatan kuantitif dan kualitatif. Graha Ilmu Publish. Yogyakarta

Suprapto, B. Z. 1999.Increasing Students’ Vocabulary of Entertainments

through Definitions at the Second Year of SLTP Muhammadiyah 3 Bandar Lampung.Unpublished Script. Bandar Lampung: FKIP, University of Lampung

Sutarjo, Sukirah. 1988.Reading Technique for College Students. Jakarta. Depdikbud. Dikti.

Tyson, R. E. 2000. "Serious" Fun: Using Games, Jokes, and Stories in the Language Classroom.Class handout for Summer Workshop, Daejin University. http://english.daejin.ac.kr/~rtyson/cv/games.html

Universitas Lampung. 2006.Pedoman Penulisan Karya Ilmiah. Lampung: Lampung University Press.

Wallace, M. J. 1989.Teaching Vocabulary,Oxford: Heineman Educational Books Ltd.

Webster, M. 1988.Webster Third New International Dictionary. Massachusetts: Merriam Webster Springfield Publisher Inc.

Gambar

Table 1. Table of specification of try out test

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