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APPENDIX A

LESSON PLAN

 Lesson Plan I

School : SDN 067690 MEDAN

Subject : English

Class : V A

Topic : Things around environment, school tools, food, animals, and

vehicles.

Time : 2 x 35 minutes

A. Standard Competence

Comprehend and express simple instruction and information.

B. Basic Competence

Comprehend the meaning and the function of words in daily context.

C. Indicators

1. Pronounce the words correctly.

2. Spelling the words correctly.

3. Describe characteristic the name of things properly.

D. Objectives

1. The students are able to mean the word correctly.

(2)

3. The students are able to identify name of things by its characteristic

properly.

E. Material

Flash Card about the things around environment, school tools, food,

animals, and vehicles.

F. Source/Media

• Source :

-My apple course’s book – Work book

• Media : Flash card; pictures of the things around environment, school

tools, food, animals, and vehicles.

G. Method of Teaching

1. Lecturing

2. Demonstration

3. Discussion

4. Grouping

5. Questioning-Answering

(3)

Teacher’s Activities Student’s Activities Opening

1. Teacher greeted the students.

2. Teacher checked the student’s

absence

1. The students responded the

teacher.

2. The students answered it.

Main Activities

1. The teacher asked students read

about characteristic of things

(ex: the things around

environment, school tools,

food, animals, and vehicles)

that she gave.

2. The teacher asked students to

comprehend about meaning of

words.

3. The teacher divided students in

the classroom in some group.

4. The teacher asked some

students of group to mention

about characteristic of a word

to the other team.

5. The teacher gave exercises to

1. The students read about

characteristic of things

together.

2. The students translate about

the text through opening

dictionary and asking.

3. The students tried to work

cooperatively.

4. The other students listen

about their friend said and

guess the word correctly.

5. The students answered the

(4)

do the students.

Closing

1. The teacher gave the conslusion

about the lesson.

2. The teacher closed the teaching

learning process and greeted.

1. The students noticed the

conclusion.

2. The students greeted the

teacher.

Medan, January

2016

Headmaster of SDN 067690 MEDAN Researcher

(5)

 Lesson Plan II

School : SDN 067690 MEDAN

Subject : English

Class : V A

Topic : Things in Classroom

Time : 2 x 35 minutes

A. Standard Competence

Comprehend and express simple instruction and information.

B. Basic Competence

Comprehend the meaning and the function of words in daily context.

C. Indicators

1. Pronounce the words correctly.

2. Mention the name of things in the classroom.

3. Define the characteristic and function of things in the classroom.

D. Objectives

1. The students are able understanding about the meaning of word.

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3. The students are able to identify the characteristic and function of the

things in the classroom.

E. Material

Real Object;things in the classroom.

F. Source/Media

• Source :

-My apple course’s book – Work book

• Media : Real Object, picture of things in classroom.

G. Method of Teaching

1. Lecturing

2. Demonstration

3. Discussion

4. Grouping

(7)

H. Learning Activities

TEACHER’S ACTIVITIES STUDENT’S ACTIVITIES

Opening

1. Teacher greeted the students.

2. Teacher checked the student’s

absence

1. The students responded the

teacher.

2. The students answered it.

Main Activities

1. The teacher asked students to

look things in the classroom.

2. The teacher asked the students

to identify the characteristic and

function of the things.

3. The teacher asked students to

make group as they did.

4. The teacher asked students to

describe to another team about

their object in simple words.

5. The teacher gave exercises to

the students.

1. The students mention the

things in the classroom.

2. The students described about

the things.

3. The students work

cooperatively.

4. The other team tried to guess

the correct answer.

5. The students answered the

exercises.

Closing

1. The teacher gave the conslusion

about the lesson.

1. The students noticed the

(8)

2. The teacher closed the teaching

learning process and greeted.

2. The students greeted the

teacher.

Medan, January 2016

Headmaster of SDN 067690 MEDAN Researcher

(9)

APPENDIX B

DIARY NOTES

- Meeting I

In the first meeting, the writer with the English teacher gave students an

orientation test. During the test, many of them seemed very difficult to do the test

because they did not have good preparation. Many of them did not know about

meaning of words. Because in the situation, they did not allow to open dictionary.

Because the test was just for measuring their vocabulary mastery. They were really

surprised about that. Some student’s tend to ignore the test but the teacher try to

persuade them to finish the test by giving a gift.

- Meeting II

In the second meeting, the students did not give a good response because they

still imagine about the difficulties lesson in the last test. They were so noisy in the

class. Then, the writer explained about the topic. Some of them seemed lazy and the

others paid attention and listened her explaining in front of the class. In cycle I

session, the writer gave them a pre-test before playing a guessing game. They were

so confuse and tried to discuss with their friends and the English Teacher about the

question and answer. After the test, the writer gave some instructions and

information to prepare before playing a guessing game for next meeting.

(10)

In third meeting, here all of students started to play the guessing game.

Firstly, the writer gave instructions in playing the game. The writer worked with the

teacher divided the student in 4 groups and there was 7-8 students in each group. She

gave them some flashcards in each team. The flashcard was about familiar object in

environment, such as: animals, plants, tools, etc. One team had 5 words. The students

were given time to discuss about their own word. After that, one team presented in

front of the class and gave some clues about the things to another team. The other

team got one point if they can guess the answer correctly. As playing the game, the

students were so excited be participated in this session. In the last session in cycle-I,

she gave them post-test vocabulary to see the differences their score before and after

playing the game.

- Meeting IV

In this time, the student were so happy to discuss about the last activity they

did. They were so curious about their scores in a test in last week. In cycle-II

session, the students would play a guessing game more but in the different

way. The differences were just in the vocabulary. In this session, the

vocabulary just focused on the things in the classroom. The writer made a

discussion with students about the things in the class and make a describing

word in simply words. After discussing, the students wrote about the

describing words that be read by the writer. Then, the writer divided the

words into some groups. One group had 5 words as usual they did before.

Each group should know and understand about their words. It was needed as

(11)

- Meeting V

In this session, each team had some words to be described to the other teams.

They played the game as they did in cycle-I session. The rules of game were same.

During playing the game, the students were so enthusiastic. They were more

interested to mention word by word in English about the things in the classroom to

their friends. And the others were focus to listen what their friend said in English in

front of the class. Even not all of them mastered the describing words in English but

they tried to ask with their friends. All of the students seemed so enjoy playing in

every part of this game. They paid more concentration and less of noisy than they

were in first meeting. In this time, they played well and used the time effectively to

guess the matched object and guess what object it was. And at the end of game, the

writer gave them a test as a final test in cycle-II session. It was used to see a

comparison with their tests that they did before and to know how about their

improvement in mastering vocabulary. For this test, the students answered the test

(12)

Appendix C

1. The researcher came on the class on time.

2. The researcher greeted the students before

gave the lessons.

3. The researcher gave motivations to the

students before starting teaching and learning

vocabulary.

4. The researcher presented and explained about

the material well.

5. The researcher used a media to present the

material.

6. The researcher gave a chance to students to

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7. The researcher asked the students which one

part that they don’t understand yet.

8. The researcher observed students’ activities

and behavior while the class was running.

9. The researcher asked some of students to come

in front of class to do teachers’ instruction.

10. The researcher asked the students to do

exercise.

11. The researcher concluded the material during

teaching and learning process.

12. The researcher using the time effectively.

13. The teacher close the class on time.

1. Students listened/payed attention to the

researcher’s and teacher’s explanation about

the topic by using guessing game as media in

front of the class.

2. The students asked to the researcher about the

topic.

3. The students used dictionary to help them do

their exercise.

4. The students was active in asking the question

about the material.

5. The students was enthusiastic during learning

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vocabulary using media.

6. The students cooperated in their group during

(15)

60 What am I?

I am in the sky. I am small. I am bright. I am twinkle. I make the sky beautiful every night. am always in your birthday party. Touch me with anything sharp. I sound “ Daaar “ papers in me. You always bring me to school. You write on me. everywhere. You can sit inside me. Please wear my belt when you want to go.

What am I?

I have buttons. I have numbers. I beep and ring. I ring “ Kriiing. Kriiing “. You can talk to your friend by me. What am I?

(16)

What am I?

I am heavy. I have some pockets. I save your tools and books. You always carry me to school. You put me on your back and shoulder sometimes.

What am I?

I am pointed. Sharpener is my partner. I can write anything on your papers. You always bring me to school. You put me in pencil box

What am I?

I am sweet. I am soft and cold. I can be melted. I am in a cup, stick, or cone. I have some tastes, chocolate, vanilla, and strawberry. What am I?

I am black. I am a pair. You use me on your foot. You take me to school. You tie and untie me.

(17)

REFERENCES

Allen, V. 1983. Techniques in Teaching Vocabulary. Oxford: Oxford University

Press. P.52.

Anas,Sudijono. 1996. Pengantar Statistik Pendidikan. Jakarta: PT Raja

GrafindoPersada.

Arikunto, Suharsimi. 2002. Prosedur Penelitian Edisi Revisi V. Jakarta: Rineka

Cipta. P. 13.

Arikunto, S. 1993. Prosedur Penelitian; Suatu Pendekatan Praktek. Jakarta: Rineka

Cipta. P.121.

Barras, Robert. 1995. Students Must Write : A Guide to Better Writing in

Coursework and Examinations. London: Routledge.

Bright, J.A. 1970. Teaching English as a Second Language. London: Longman

Group Ltd

Cameron, L. 2001. Teaching languages to young Learners. Cambridge: University

Press. P.75

Depdikbud. 1995. GBPP Muatan Lokal SD Pelajaran Bahasa Inggris. Semarang

Depdikbud. P.1.

Dwiyanti. 2009. The Improvement Students’ Speaking Skill Through Guessing

Games Technique. Jakarta: English Department School of Teacher

Training and Education Kusuma Negara. Available online at :

(18)

STUDENT-S-SPEAKING-SKILL-THROUGH-GUESSING-GAMES-TECHNIQUE

Games For Kids

(Juli 2015)

Finocchiaro, Bonomo, Mary. 1974. English as A Second Language: From Theory to

Practice. New York: Regent Publishing Company. P.38.

Harefa, Yulianus. 2009. Foundation Course in English Teaching Methods. Medan:

USU Press.

Harmer, Jeremy. 2007. How to teach English. Harlow: Pearson Education Limited.

P. 109

Hopkins, D.1993. A Teachers’ Guide to Classroom Research (Second Edition).

Philadelphia: PA Open University Press. P.122.

Klippel, Friederike. 1985. Keep Talking. Cambridge: Cambridge University Press.

P.5.

Leo, Susanto. 2013. A challenging Book to Practice Teaching in English. Yogyakarta

: Andi Offset. Pp. 143-145.

Muliani, Sri. 2003. The Effectiveness of Using Games in Speaking Ability to

Elementary Students in BBC English Training Center, Binjai. Medan:

English Department of Faculty of Letters University of North Sumatera.

P.10.

Nunan, D. 1999. Second Language Teaching and Learning. Boston, Massachusetts:

(19)

Richards, Jack C. and Rodgers, Theodore S. 2001. Approaches and Methods in

Language Teaching (second edition). Cambridge: Cambridge University

Press.

Richad T. Vacca and Jo I. Vacca. 1999. Chonten Area Reading. New York:

Longman.

Rio, Rahmad Prasetiawan. 2014. The Use of Guessing Game to Improve the Fourth

Grade Students’ Vocabulary Ability of SDN 1 Salamrejo. Tulungagung :

Institut Agama Islam Negri Tulangagung. Available online at :

Rixon, S. 1992. How to use games in language teaching. London: Modern English

Publi cations. Pp. 80-82.

Rixon, S. 1981. How to use games in language teaching. London : Macmillan.

P.207.

Setiyadi, Bambang. 2006. Teaching English as a Foreign Language. Yogyakarta:

Graha Ilmu.

Wallace, L and Marry. 1982. Vocabulary Building and Word Study. New York: Mc.

Graw-Hill Book Company. P.207.

Webster, Merriem. 1986. Webster’s Third New International Dictionary. USA :

Merriem Websterinc. P.20.

Wright, Andrew. 1989. Games for Language Learning. Cambridge: Cambridge

University Press. P.34.

Wright, A., Betteridge, D. & Buckby, M. 2006. Games for language learning.

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Wulandari, Nazli. 2011. Improving Grade IV Students’ Vocabulary Mastery by

Using Real Objects. Medan: English and Literature Department of Faculty

(21)

CHAPTER III METHODOLOGY

3.1 Research Design

The writer used Classroom Action Research to conduct this research. Classroom

action research designed to solve practical problems in the process of teaching and

learning especially in teaching vocabulary. The model of classroom action research

used in this study is based on the model developed by Kemmis and Mc Taggart (1982).

There are four steps in this model of action research in the following:

1. Planning

2. Action

3. Observation

4. Reflection

3.2 Population and Sample

The population of this research is the 2015/2016 Fifth Grade students in SDN

067690, Pangkalan Masyhur, Medan Johor. The writer takes one class V A as an

sample for this research. It consists 34 students in the class. In this study, the writer

used purposive sampling technique. This technique is done by taking the

subject/sample which is not based on strata, random or area but it was based on the

(22)

3.3 Instrument of Collecting Data

In this observation, the writer used some instruments in collecting the data,

they are; vocabulary test, observation, and diary notes. Arikunto (1993:121) said that

instrument is the equipment while the writer uses one or some methods during the

observation.

3.3.1 Vocabulary Test

The vocabulary tests are used to assess student’s vocabulary. The vocabulary test

consist of 20 items. All items of the topic has been discussed with the English

teacher.

3.3.2 Observation Sheet

Observation sheet is used to observe the social phenomenon. It can be done to

know conditions, situations, activity, process, performance and behavior of the

research subject. In order to record what the writer see and observe, she just put

checklist in the observation sheet.

3.3.3 Diary Notes

The writer can use diary note as feedback on particular teaching episode, or to

gain an indication of the general class climate, or to assess the progress of an

individual student. Hopkins ( 1993:122 ).

3.4 Procedure of Collecting Data

In this classroom action research, the action research was conducted

collaboratively. The English teacher of Fifth Grade class was as a facilitator and

(23)

classroom action research consists of two cycles. In conducting the action research,

there are four steps that are included such as : planning, action, observation, and

reflection.

3.4.1 Cycle I

a. Planning

Planning means program of action that will be done. Plan is needed to arrange

and prepared everything that will be need in action stage. The arrangement and

preparation are included : (1) make a lesson plan which consists of the steps of the

action, (2) prepare the teaching facilities, such as media in teaching, (3) prepare

research instrument, such as observation format to observe the teaching and learning

process, and (4) prepare the test to measure student’s vocabulary mastery.

b. Action

Action is an implementation of planning. The writer should be flexible and

welcome to the situation changing in the school. Thus, the action should be dynamic,

need immediately decision to be done , and completed simple evaluation. In this

phase, the writer does everything that has be planned. The writer teach vocabulary by

using a guessing game. The activities can be seen in table 3.1

Table 3.1 The activities teaching vocabulary by using guessing game

Action Output

a. Dividing the students in some

groups.

The students work cooperatively in their

(24)

b. Giving some flash card for each

The student see their card. The student

translate word by word .

c. Students in a team standing in

front of the class and read the clue

of picture/object one by one. And

he/she speak clearly.

Another students listen what he/she said

and discuss with their team about the

answer.

d. If it is needed the student can

repeat about the clue for three

twice.

Another students guess and say about the

word their thinking.

e. Then, doing the same act for next

turn for another team.

Each team have chances to guess about

word what they thinking.

(25)

technique

c.Observation

Observation is one of the instruments used in collecting the data to get

informations of action in teaching learning process. Observation is done while the action

has done. The writer observed the students’ behavior, motivation and attitude during the

lesson and interviewed the teacher to know the situation of class and students’

interaction.

d.Reflection

Reflection is the feedback process of the action. It is used to help the teachers

make decision because the reflection is done in order to analyze the situation and

make conclusion what to do next. In this phase, the writer will reflect anything that

has been done before. The reflecting process is based on the data, written test, and

observation sheet. Then, based on the reflecting process, the second cycle will be

done. The second cycle will be a revision of the first cycle.

3.4.2 Cycle II

The teacher did this cycle because the result of teaching process did not reach

the goal determined. The purpose of the cycle II is to improve or prove the data in the

cycle I. The cycle II also consists of the four steps such as: planning, action,

observation, reflection. There are some activities will be done in the planning, action,

observation and reflection. There are some activities will be done in the planning: (1)

(26)

reflection in the first cycle, (2) revising and improving the scenario of the teaching

and learning process by applying guessing game, (3) revising the lesson plan, (4)

selecting the suitable materials for the students, (5) preparing the student’s

assignment, and (6) designing the observation sheet.

3.5 Technique of Collecting Data

In action research, the writer used qualitative and quantitative methods in

collecting the data. In qualitative method is included an diary notes to describe the

situation during the teaching process. Then the data were in the form of words taken

form the result of observation. In quantitative method is included writting test that

covers into orientation-test, cycle I-test and cycle II-test . It is used to analyze the

score of student by computing the data.

3.6 Technique of Analyzing Data

To evaluate student’s improvement in vocabulary, the writer gives 20 items

written tests for each cycles. It will be answered about 40 minutes. The test will be

scored by using score rank from 0-100 by counting the correct answer and applying

the following formula:

S =

x 100

Where :

(27)

R = Number of the correct answer

N = Number of test items

To establish a criteria of success for students’ achievement, the certain criterion

referring to reference standard assessment will be used as follows.

Table 3.2 Indicator of Success

Number Range of Score Category The Quality

4 85-100 Very High A

3 70-84 High B

2 60-69 Average C

1 50-59 Low D

0 0-49 Very Low E

To categorize the students’ percentage who will get up to 70% will calculated by

applying the following formula :

P =

x 100%

Where :

P = percentage of students who get the point 70

R = The number of the students who get point above 70

(28)

The writer applied a formula to know the mean of the student’s score for each cycle,

as following :

�� = ∑ �

� x 100%

Where :

�� = The mean of the students’ score

∑ � = The total score of the students

(29)

CHAPTER IV

ANALYSIS AND FINDINGS

4.1Data Analysis

This research was conducted with 2 cycles and 5 meetings. Before entering

into cycle session. The teacher gave the vocabulary test to the students tough,

namely, the orientation test. The orientation test is used to find out the problems of

students’ vocabulary and their mastery vocabulary. The research’s analysis were

taken from an observation and test of a result in cycle I and cycle II. This research

was conducted only one class that it is V A which consisted of 34 students. The

result were written in quantitative data and qualitative data. The students were given

multiple choice tests. There were 20 questions in each test.

4.1.1 The Qualitative Data

The qualitative data were analyzed from observation sheet and diary notes.

a. Diary Notes

This is one of way to describe about classroom situation, the teaching method,

and the student’s behavior. In the diary notes, the guessing game was given in third

meeting and fifth meeting. There were some tests that were given to students;

orientation test, pre-test and post test in cycle-I session and one test in the last session

in cycle-II. Firstly, they seemed difficult to answer questions in the orientation test.

But after playing the guessing game in cycle-I session, they started to comprehend

(30)

I-session, the student has been able to answer the test although they still made a

discussion with their friends. But in cycle-II sessions, the students could answer the

test by themselves without making a noisy more in the classroom. From the diary

notes although they were very noisy during doing a guessing game in the classroom,

but the students seemed be encourage in learning vocabulary. Step by step in each

meetings, there was an increasing during learning vocabulary. The complete

information was shown in Appendix B.

b. Observation Sheet

This was an alternative to gather the information about teacher behaviors,

students’ attitude, the class participation, and the teaching learning atmosphere while

doing the research. The complete information about the observation sheet can be

seen in Appendix C.

4.1.2 The Quantitative of Data

The quantitative data were taken from the result of orientation test and

vocabulary tests in each cycles. There were 20 questions multiple choice test in each

cycle; orientation test, cycle I test, and cycle II test. In each cycle, the test was given

to the students before and after doing the actions. The result of the student’s score in

each cycle can be seen in table, as following (See Table 4.1).

Table 4.1

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(32)

21 MRM 70 75 95

22 MI 65 70 90

23 NR 65 70 80

24 ONR 70 80 100

25 P 55 75 70

26 RI 50 60 65

27 RR 50 65 75

28 RS 55 60 70

29 SS 50 60 65

30 WA 60 80 90

31 MRH 60 85 90

32 MP 65 80 95

33 AM 60 75 80

34 MSA 70 70 80

X 1940 2405 2810

X 59.85 72.94 82.65

The data showed that in orientation test until cycle-II test, there was an

improvement of the student’s vocabulary mastery. In orientation test, the students got

lower scores than another tests. Because in the orientation test, the students just were

asked to do the test without having preparation before doing the test. But after doing

(33)

done in cycle-I test and cycle-II test. The total score of the orientation-test is 1940,

the total score in cycle I test is 2405 and at the cycle II-test is 2810.

The mean of the students’s score in the cycle I-test and the cycle II-test is

higher than the orientation test, so it can be said that the students’ vocabulary

mastery by using guessing game material increased from 59.85 to 82.65.

Based on the analysis, it could be concluded that of all the students’ got

improvement on their score. There were a high improvement and also low

improvement. The range of the improvement of student’s vocabulary mastery could

be seen at the scoring of students on the table.

4.1.2.1 The Scoring of the Test

As we saw on the table, the students’ score had an increasing. From the result

scores, it showed that through using a game in teaching and learning process can give

an motivation in student’s learning. The formula to find out the mean of the student’s

score is.

�� = ∑ �

� x 100%

Where :

�� = The mean of the students’ score

∑ � = The total score of the students

� = The number of the students

(34)

1. In orientation test, the total score of the students was 2200 and the number of the

students was 34, the mean is �� =

1940

34 x 100% = 57.06

2. In the cycle I test, the total score of the students was 2505 and the number of the

students was 34, the mean is �� =

2405

34 x 100% = 70.74

3. In the cycle II test, the total score of the students was 2810 and the number of the

students was 34, the mean is �� =

2835

34 x 100% = 82.65

And to find out the percentage of the students’ achievement, the writer

established the result in a table that referring to reference standard assessment in

criterion of success, as follow:

Table 4.2

The Result of the Data in Orientation Test

Score interval Frequency Percentage The Quality Category

(35)

Score interval Frequency Percentage The Quality Category

85-100 2 Students 5.88 A Very High

70-84 21 Students 61.76 B High

60-69 10 Students 29.41 C Average

50-59 1 Students 2.94 D Low

0-49 - - E Very Low

34 Students 100%

Table 4.4

The Result of the Data in Cycle II Test

Score interval Frequency Percentage The Quality Category

85-100 15 Students 44.11 A Very High

70-84 17 Students 50 B High

60-69 2 Students 5.88 C Average

50-59 - - D Low

0-49 - - E Very Low

34 Students 100%

The analyze the students who get the point above 70, the improvement of the scores

was calculated using the formula, as follow:

P = �

(36)

Where :

P = Percentage of students

R = The number of the students

T = The total number of students

The percentage of the improvement student’s vocabulary that get score above 70

through guessing game could be seen as follows:

1. In orientation test, P =

The Percentage of the Student’s Vocabulary Test

No. Session Percentage

Number of students who get point

(37)

The result showed that the percentage scores of students had an improvement.

From the orientation-test to the cycle I-test, and cycle I-test to cycle II-test. There

were an achievement significantly of student’s percentage. In the orientation or first

test, the students got 14.71 % where there were 5 students who got point above 70. In

cycle I, there were 67.65 % percentage of students where there were 23 students who

got point above 70. And in the last test or cycle II test, there were 94.12 % percentage

of students where there were 32 students who got point above 70. So, from the

achievement scores of students above, It was be concluded that there were an

improvement of student in learning vocabulary. So that, the use of a guessing game is

to improve student’s vocabulary could be said worked well.

4.2Research Findings

Research findings were taken from the quantitative data and qualitative data.

The quantitative were taken by applying of guessing game and it was taken from

students’ score in Cycle I test and Cycle II test where was better than the orientation

test. So, it can be conclude that the student’s vocabulary can be improved through

guessing game.

The qualitative data was taken from a diary notes and an observation sheet

which were shown in appendices. From the data, it can be conclude that the students

felt interest and encourage to study vocabulary through guessing game.

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Guessing game can be applied to improve the students’ vocabulary mastery. It

is one of many techniques that can make the students easier to comprehend about the

material especially in English. The benefit from this technique has proven that

elementary students need a diversion during learning an teaching process. It seemed

when they started playing a guessing game in the class. Through playing the game, it

can make the situation be fun and cheerful but still in learning and teaching activity.

It was shown in table 4.1, there are an improvement in students’ mastery vocabulary.

The Student’s data in the last test or cycle II-test were better than those of cycle I test

and both also better than the orientation test. In the last test of cycle 2 from 34

students, there were 32 students who got the score ≥ 70 point. While in the

orientation test, there were only 5 students who got the score ≥70 point.

Through the benefit of using guessing game, it can make students be more

enjoy in learning English. And it can make students’ vocabulary mastery become

(39)

CHAPTER V

CONCLUSIONS AND SUGGESTIONS 5.1 Conclusions

Based on the results of the quantitative data, it can be concluded that during

teaching vocabulary by using guessing game can affect towards student’s vocabulary

mastery. It was proved by the value of the students achievement in every test; in

orientation test, cycle-I test, and cycle-II test. There were the differences of scores in

each test. We can see for the students’ achievement that the mean score in cycle-II

test (M=82.65) was higher than in cycle-I test (M=70.74), and it was higher that the

mean scores in orientation test (M= 57.06). From the students’ achievement it can be

concluded that the students had an improvement in their ability in mastering

vocabulary. These improvements support the quantitative data that students have

motivated in learning English by using guessing game as technique.

From the result of test in this research, the writer can find that the benefits of

guessing game are able to make the atmosphere of the class be happy and fun. The

guessing game can make the students’ enthusiasm be appeared. The students be more

active and brave to say word by word in English. The students be more know about

the things near them in English such as things in the classroom. Through playing the

game, it can make the students be encouraged in learning English. during this

research, the students seemed be more enjoy learning English. As we knew that,

many of technique in the school is just focused for the material subject without care

about the atmosphere of learning. Moreover if the students start to be low, lazy and

(40)

doing exercise, homework, collecting the task, reading, etc, without pay attention to

student’s mood. And one of solution from the problem is by using a game and

learning at the same time. How we can combine the material subject with a game. It

will be so fun. The writer wrote on the diary notes, during the teaching-learning

process, the students gave good response as playing the game in the class. During

teaching and learning in cycle II, the students participated and gave a good response.

They looked so excited doing in every part of this phase.

5.2 Suggestions

In teaching and learning process, this study able to be useful for:

a) Teacher

In accordance with the recommended minimum criteria of the standard passing

score, English teachers are suggested to apply varieties of strategies in teaching of

English to Primary School students. And of the strategies are using guessing game as

a media, because based on Classroom Action Research, it has proved successful in

improving students’ vocabulary mastery.

b) Students

English Subject is something new to elementary students. So, it is

recommended that they should get the lesson in an enjoyable environment in the

school, for example, by using a guessing game they can be fun and interested for

(41)

c) Other Researchers

Based on the result of the findings, the writer is encouraged to use a suitable

(42)

CHAPTER II

REVIEW OF LITERATURE

2.1 Conceptual Framework 2.1.1 Definition of Vocabulary

Vocabulary is one aspect that has to be learned between others language

skills. In language communication, we use many vocabularies to communicate with

other. So, if someone has more vocabularies they will communicate with other

people easily. “Vocabulary is one of the language aspects which should be learnt.

Learning it is important because in order to be able to speak, write, and listen

learners have to know vocabulary first. Someone must know the word if they can

recognize its meaning when they see it,” (Cameron, 2001:75). It means that without

mastery of vocabulary, it is impossible to make a good communication. In learning

vocabulary, learners have to know the meaning and function of the word and also

understand to use it in context.

2.1.2 Teaching Vocabulary

Teaching vocabulary plays an important role in language acquisition because

with mastering vocabulary, it will be useful for students to master all the language

skills; speaking, listening, writing, and reading. “The vocabulary will make the

students practice life and will strengthen belief that English can be used to express

the same ideas or feeling they express in their native language”, (Finochiaro,

(43)

Furthermore, in teaching vocabulary the teacher may introduce the list of

vocabulary that is taken from the book, environment around them, things that they

used, many more. The teacher uses and adds new vocabulary which is relevant to

the students. Teacher needs a good knowledge on their teaching materials. When the

teacher teaches the students about a new vocabulary, he/she should give a tool like a

picture to describe the object. So that the students can comprehend word by word in

English subject easily and finally they can remember the function of the word.

Wallace (1982:207) explained that teaching vocabulary should consider these

following factors :

a. Aims

The aim of teaching vocabulary is to make the teacher easy to formulate the

materials, which will be taught to the students.

b. Quantity

The teacher has to decide the number of vocabulary items to be learned. The

learners will get confuse or discouraged if they get many new words. Therefore the

teacher should select new words, which can easy to understand by learners.

c. Need

In teaching vocabulary, the teacher has to choose the words really needed by

the students in communication.

d. Frequent exposure and repetition

Frequent exposure and repetition here means that the teacher should give

much practice on repetition so that the students master the target words well. They

(44)

e. Meaningful presentation

In teaching vocabulary the teacher should present target words in such a way

that the meaning of the target words are perfectly clear and unambiguous.

f. Situation and presentation

The teachers tell to the students that they have to use the words appropriately.

The using of words depends on the situation in which they are used and depends on

the person to whom they are speaking.

From the explanation the factors above, the writer concludes that the teachers

should know and aware how the important roles of vocabulary in mastering English

process.

2.1.3 Types of Vocabulary

Vocabulary refers to the words we must understand to communicate

effectively. Educators often consider four types of vocabulary: listening, speaking,

reading, and writing. Abdul ( 2012 : 2). To make it clear, the writer explained as

follows :

a. Reading vocabulary

A person’s reading vocabulary is all the words he or she can recognize when

reading. This is the largest type of vocabulary simple because it includes the other

three.

(45)

A person’s listening vocabulary is all the words he or she can recognize.

When listening to speech. This vocabulary is aided in size by context and tone of

voice.

c. Writing vocabulary

A person’s writing vocabulary is all the words he or she can employ in

writing. Contrary to the previous two vocabulary types, the writing vocabulary is

stimulated by its user.

d. Speaking vocabulary

A person’s speaking vocabulary is all the words he or she can use in speech.

Due to the spontaneous nature of the speaking vocabulary, words are often missing

issued. This misused-through slight and unintentional-may be compensated by facial

expressions, tone of voice, or hand gestures.

2.1.4 The Kinds of Teaching Vocabulary

Basically, there are two kinds of vocabulary in teaching. It includes active

and passive vocabulary. Active vocabulary refers to the word that’s mostly used in

dictionary, conversation, and writing. Otherwise passive vocabulary understood to

mean that they will be understood and remembered when we read. These

explanations above can be explained clearly by Harmer (1991: 109) in the language

test, there are two kinds of vocabularies, active vocabulary. To make clear, the writer

explains both of them as follows :

(46)

Active vocabulary means the stock of word that a person actually uses in his

own speech or writing. It is used in oral or written expression by the student.

b. Passive vocabulary

Passive vocabulary means the words that the students recognize and

understand them when they occur in a context or students need someone to say

something that help them recall the word meanings. The students usually find passive

vocabulary in listening or reading materials. They will find the meaning of the word

when they real the words in a text and will know the meaning of the unknown word,

on the text.

2.1.5 Definition of Games

Then Wright ( 1989 : 34 ) stated that “Games with rules capture some of the

essential spirit of children engaged in scientific activity”. It means that games can

bring influences emotional, spirit and encourage of children in natural environment.

Through challenges of the game, they are not only just playing but also learning

unconsciously.

Language game is exactly same but it is governed with clear linguistics rules

in which all participants in the activities must conform. Dealing with the explanation

above, Rodges in Sri Muliani (2003 : 10) divides that there are some characteristics

of game as well as follow:

• Gaming are competitive. ‘Compe titive’ may be:

Against another direct participant

(47)

Against your own best performance

Against a special goal

• Gaming is a governed rule. There are a limited number of specific and well

defined rule that all participants know about and understand. There rules

cover every possibleplay ; define play acceptability or non-acceptability and

grade plays in terms of some game value.

• Gaming is goal defined. There are a limited number of specific and well

defined activities for gaming which participants recognize and agree upon.

• Gaming has closure. There is some pre-determined point at which a game is

said to be finished. Whether players have achieved the goals of game or not.

• Gaming is engaging. Games engages and challenges participants. Sometimes

a game is fun, sometimes it is motivating, sometimes it is merely attention

focusing. But like an automotive transmission, a game requires players to

engage their mental and physical gears.

2.1.6 Games for Teaching Vocabulary

Games are activities that become institutionalized. They are in fact of play

with rules. The rules which govern a game give it a form with a definite beginning an

ending. The rules ensure that the play takes more or less the same from each time.

Language games have become more widely used. They are probably used for two

reasons, those are : ‘to building students’ motivation in learning foreign language in

(48)

There are so many games that can be used in connection with language

teaching and learning, but not all are applicable for all levels. Some are suitable for

the beginner and some are for the others. This is relevant with the ability of the

students of each level.

There are some of games that can be applied in elementary level in building

their vocabulary:

In this research, the writer chooses one kind of the game “ guessing game” as

a technique for this research. The technique of game is considered suitable for

elementary students by the writer. It can improve their memorizing, capability in

communicating, bravery, competition, and cooperation. And in this game, the writer

will provide the procedures of playing the game into a team work. And the procedure

has been considered by the writer particularly for the students .

2.1.7 Principles of Game Selection

In determining the role of games in developing students’ vocabulary, the

teacher needs to have their purpose clearly in mind to make learning English

vocabulary effectively and successfully. According to Andrew Wright, David

1. Information Gap

2. Guessing Games

3. Matching Games

4. Search Games

5. Exchanging and Collecting Games

(49)

Betterridge and Michael Buckby (2006:1) , “It is important to make sure that the

games which are want to played is familiar with the students to reduce the difficulties

in playing the games.” In using games in the class, the English teacher not only

responsible in selecting game that want to use in the class but also in creating

conditions in the class, in term conditioning students and the material. According to

Allen (1983:52) “Language teachers are responsible for creating conditions which

encourage vocabulary expansion, and a well-chosen game can help the students

acquire English words.”

There are some principles of using games in the class:

1. Specify the purpose

The teacher should know what the purpose of the games that he or she plays

in the class.

2. Explain the rules clearly before you begin

It is important to make sure the students understand how to play the games.

The purpose of the game cannot be reached if the students do not understand how to

play the game. It is fine if the teacher explain the rule in native’s language.

3. Be prepared for the “extra students”

The teacher has to make sure all of the students join to the games.

4. Avoid drifting off during the game

When the games is playing, watch for potential problems that can be

remained. If you feel that is a student who is not understands the rules, stop the game

and go for the rules again.

(50)

If the students look tired, the teacher should stop the game before the students

lost their attention.

6. Choose games carefully to save money and time.

Try to use a game that can be prepared easily.

7. Find new sources

Try to use a new game that never be used before.

8. Recycle

If there is an old game that success applied in the class before. It is ok to use

it again in another class.

9. Make a file

Make a file that consists of games. It can make you easy if you want to use

games in another time.

10. Share

If you have a favorite game that you use to play with your best friend. You

can use that game to your class.

11. Do not do overdo it

Game is joyful and interesting play in the class, but if you do it too much, it

can waste the time and make another important thing do not have time to teach in the

class.

2.2 Definition of Guessing Game

According to Klippel (1994:5), “The basic rule of guessing game is eminently

(51)

that in rules of guessing game technique, one person give a clue to another player to

guess a word that he/she has correctly.

In addition, according to Merriem Webster (1986:20 ), “Guessing Game in

which the participates compete individually or team in the identification of

something indicate obscurely”. Based on the definition, it can be conclude that the

guessing game is a game in which a person or participant knows something and

competes individually or in a team to identify or to find out it.

Guessing game is a combination between language practice and fun. They

can express their ideas freely with doing activities with their friends. This game is

also easy to be applied and flexible in terms of subject matter and design.

Through the guessing game, the students will follow rules of the game

activities as follows : the students of the class are divided in some groups and each

group will be given some objects of picture; in addition the member of team tell a

clue to another team about describing the object such as household tools, clothes,

vehicles, animals, foods, and any other stuffs. In finding the answer of what the

object is, the team should imagine about the object and guess it. The team will get

point if they can guess the answer correctly.

The most important thing in using the guessing game in the classroom is its

instruction.

a. Socializing

• Teacher introduces the guessing games

• Teacher states the aims of the guessing games

(52)

• Teacher explains the concept of the guessing games • Teacher tells the rules of the guessing games

• Teacher checks student understanding

b. Grouping

• Teacher divides the students in some groups

• Teacher chooses one students to standing in front of the group as a

chair person.

c. Performing

• Teacher asks each group to play game

• Teacher gives score

2.2.1 Kinds of Guessing Game

Leo (2013:143) said that “ Games can be given as a starter in the opening

part, as an additional activity in the main part, or as a closing in the closing part.

They are also function as garnish of teaching learning activities.” It means that

games is regarded as garnish in teaching learning activities. It is used to make the

situation be fun and cheerful. And make the students be enjoy and encourage in

learning process in the classroom.

Many variants of game, According Leo (2013 : 145), there is some type of

guessing game which can build students’ vocabularies:

1. Miming Game

This game uses facial expressions and gestures to communicate a word or

(53)

representative of each group a word or a phrase which has to be mimed. The

representative of each group takes turns to go to the front of the class to mime the

word or phrase. The rest of the group try to guess the word or phrase which is being

mimed by the representative within a certain length of time ( two or three minutes).

The winner is the group which can guess the most words or phrases. The words or

phrases would be better related to teaching material which is going to be used for this

particular teaching period.

2. Describing Game

The class is divided into two or three big groups. The teacher shows the

representative of each group a word or a phrase which has to be described. The

representative of each group takes turns to go to the front of the class to describe the

word or phrase. The rest of the group tries to guess the word or phrase which is being

described by the representative within a certain length of time ( two or three

minutes). The winner is the group which can guess the most words or phrases. The

words or phrases would be better related to the teaching material which is going to be

used for this particular teaching period.

3. ‘Yes’ or ‘No’ Game

The class is divided into two big groups. The teacher gives the representative

of each group a word or a phrase which has to guessed. In this game the student who

holds the card is asked questions by the other group members until they are able to

guess the word. Only 20 questions requiring ‘Yes’ or ‘No’ answer are allowed. The

winner is the group which can guess the most words or phrases. The words or

(54)

4. Draw Game

The class is divided into two groups. The teacher shows the group

representative a word to be drawn on the board in two minutes by the representative.

The group members try to guess the word being drawn. Three or four words per

group should be enough. The words or phrases should be related to the teaching

material which is going to be taught in a particular teaching period.

Here, the writer chooses describing game of guessing game technique. The

writer is sure that through using games it will take simphatic of students in learning

process. It can give a freedom and motivation to express their expression and

emotion through learning and teaching process.

2.2.2 The Benefits by Using Guessing Games

The benefits by using guessing games in building vocabulary are :

a. The students might have a high interest in following the teaching learning

process. Most children in the elementary school are interested in some teaching

aids, such as guessing game.

b. The students might be motivated to be active in the class, and it can be easier to

ask students to give responses and opinion.

c. It is easy to understand, memorize, remember vocabulary and could avoid

misuderstanding, because the students see the object directly.

According to Richard-Amato in Dwiyanti (2009:16) that “Guessing games

can be used to develop or reinforce concept, to add diversion to regular activities, or

(55)

communication.” It means that the guessing game technique can give diversions to

students and it makes them do not feel bored during learning process. Nevertheless,

the most important thing is to give the students in practicing their English.

Another benefit of use the guessing game technique in teaching vocabulary is

the technique can make the students be more pleasure in regular activities in the

classroom. It creates a relaxed atmosphere in the classroom. And by using the

guessing game technique the students can encourage to communicate in English

because the game are combination between language and practice with fun and

excitement.

2.3 Testing Vocabulary

Vocabulary means as a list of words in its form which is included as a basic

word or without suffixes and the words which is a compound from the same or

different each word with its meaning. The vocabulary test is a test of vocabulary

mastery which can be divided into passive receptive mastery and active productive

mastery. The first kind of mastery is understand the meaning of word without ability

to use it or only knowing the meaning of a word when it is used by other people. The

second kind of mastery is not only someone’s understanding of the meaning of words

which is heard or read but also able to use it in a literature to express their mind.

The material to be tested should, similarity, be a part a syllabus and teaching

program you are familiar with : perhaps a section of a course book, or certain

elements of a set curriculum.

(56)

a. Stage 1 : preparation

Prepare your test. It is good idea to list in writing all the material that you

want your test to cover: you can then refer back to the list during and after the test

writing to see if you have included all you intended.

b. Stage 2 : performance

If possible, administer your test to a class of learners; if not, ask colleagues to

try doing it themselves.

c. Stage 3 : feedback

(57)

CHAPTER I INTRODUCTION

1.1 Background of the Study

As an International language, English has been an introductory language in

many countries. Many people attempts to learn and master it to communicate with other

people from different countries and cultures. So, they will not find any difficulties to

communicate with others especially coming from abroad.

Indonesia is a developing country which has many international activities in

each sector such as in commercial relation, tourism, technology, science, culture, and

many more. It is based on Depdikbuds’ Policy (1995:1) which stated that “English as

an international language needs to be taught for the development of science and

technology, culture age, and also the relationship among countries in the world.”

Therefore, in Indonesia’s curriculum English has become one of formal subjects

which have to be taught in elementary school, high schools and university.

Nowadays, English is important to be taught for students since they are in

elementary school because it can make the young learners be familiar with English as

soon as possible. It is needed a process step by step in mastering English. In English,

there are four components of language skills namely: listening, speaking, writing and

reading. It is impossible to master one of them without mastering vocabulary firstly.

According to Cameron (2001:75) which stated that “ Vocabulary is one of the

(58)

write, and listen learners have to know vocabulary firstly. Someone must know the

word if they can recognize its meaning when they see it.”

In fact, many people who learn English especially for in elementary schools

are often faced with the problem of vocabulary mastery. It is proved from the pre-

research observation done by the writer to the fifth grade students in SDN 067690

Medan, where the writer is also the English teacher there. Based on the pre- research

observation, the writer found that children as the learners face some obstacles in

mastering vocabulary. After actively taking a part in the instructional process for

several times, some problems come up dealing with vocabulary mastery. The

indicators are: (1) they have limited number of vocabularies, (2) it is hard for them to

memorize the meaning of words, (3) their scores of English tests are low.

In this case, the teacher should be able to apply a suitable method, approach,

even technique. It can be understood by them easily because the way of teaching

English in schools have an important role for supporting students’ interest.

According to Allen (1983:52) which said that “Language teachers are responsible for

creating conditions which encourage vocabulary expansion, and a well-chosen game

can help the students acquire English words.” In this research the writer chose a

game as the best technique for this research to make students be interested in

learning English in classroom.

In fact, everybody likes to play games, no matter how old they are. The writer

is sure that by using games will take enthusiasm of students in learning process, and

it can help the students in building their vocabulary exactly. They will remember and

(59)

playing the game. According to Rixon (1992:82) said that “Games help students

revise vocabulary and recalling something that happened in a game may help a

student remember the language connected with it." Moreover, the author continues,

Rixon (1992:80) said that “Vocabulary games provide a good chance for students to

learn something from one another.”

There are many variants of game techniques, but the writer just focuses on one

of games techniques, that is a guessing game technique. In this case, she chooses a

guessing game technique because the technique has a lot of benefits in learning

process in building vocabulary for elementary students. In this guessing game

technique, it provides pictures and real objects as object and some texts/clues to

describe it, and students will take a role to guess the picture through a describing text

of the picture. By using picture and real object, it will encourage the students to be

more attractive in teaching learning process. According to Klippel (1985:5) which

stated that “ The students’ curiosity can be aroused by texts or pictures containing

discrepancies or mistakes, or by missing or muddled information and this curiosity

leads to the wish to find out, to put right or to complete.”

The guessing game can encourage students to talk and express their ideas or

views about something freely with their friends. It can make the situation be fun and

communicative in the classroom. With talking, it can bring effects personally in

motivating students’ interest in learning process. Klippel (1985:5) said that

“…talking about something which affects learners personally is eminently

(60)

In the implementation, the students will be given about rules activities of

guessing game as follows : the students of the class were divided in some groups and

each group will be given some objects of picture ; in addition the member of team

tell a clue to another team in describing about the object such as: part of body,

household tools, vehicles, animals, foods. In finding the answer of what the object is,

the team should imagine about the object and guess it. The team will get point if they

can guess the answer correctly.

To sum up, this research will measure the student’s ability in improving

their vocabulary mastery in using a guessing game as the media to build English

vocabulary. In addition, this research also investigated the benefit in using of the

guessing game in the class.

1.2 Problem of the Study

1. How is the students’ achievement in mastering English vocabulary by using a

guessing game technique?

2. What is the benefit of guessing game technique to build students’

vocabulary?

1.3 Objective of the Study

1. Finding out the students’ achievement in mastering English vocabulary by

using a guessing game technique.

2. Finding out the benefit of Guessing Game technique to build students’

(61)

1.4 Scope of the Study

Based on the background of the study above, this study is limited to find out to build students’ vocabulary through Guessing Game technique. The subject of the

study is focused on the five grade of SDN 067690 at Medan Johor, Medan.

1.5 Significances of the Study

Hopefully this study will help both of teachers and students in teaching learning process for building the students’ vocabulary. For the teachers of English,

this will be helpful to provide her students with cheerful and joyful atmosphere in

(62)

ABSTRAK

Skripsi yang berjudul “ THE IMPROVEMENT OF STUDENT’S ABILITY IN

MASTERING VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN 067690 MEDAN” merupakan suatu penelitian untuk mengetahui tentang peningkatan kemampuan siswa dalam menguasai kosa kata

Bahasa Inggris. Dalam penelitian ini, peneliti menggunakan sebuah teknik, yaitu

teknik permainan tebak-tebakan. Dimana siswa mengambil peran di dalam

permainan tersebut. Seperti yang kita tahu, bahwa siswa sekolah dasar sangat suka

bermain. Sehingga peneliti menggabungkan teknik belajar dengan permainan.

Melalui teknik ini, siswa dapat lebih termotivasi di dalam belajar bahasa Inggris.

Dalam mengerjakan skripsi ini, peneliti menggunakan sebuah metode (Penelitian

Tindakan Kelas), yang mengambil data dari hasil uji tes pada sesi I dan sesi 2. Dan

dituliskan ke dalam bentuk data kualitatif dan kuantitatif. Peneliti mengambil satu

kelas VA sebagai objek penelitian yang terdiri dari 34 siswa.

Hasil dari penelitian ini menunjukkan bahwa ada peningkatan penguasaan

kosa kata bahasa Inggris pada siswa melalui penggunaan teknik permainan tebakan.

Hal tersebut dapat dilihat melalui hasil nilai rata-rata siswa. Pada sesi I, 70.74 dan

meningkat menjadi 82.65 pada sesi II.

(63)

ABSTRACT

This thesis entitled “ THE IMPROVEMENT OF STUDENT’S ABILITY IN

MASTERING VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN 067690 MEDAN” is a research to know about the improvement of students’ ability in mastering vocabulary of English. In this research,

the researcher use a technique, guessing game where the students take a role exactly

in that game. As we know that elementary students love to play games. So that, the

researcher combine between study method and games. Through this technique,

students can be more motivated in learning English. In this thesis, the researcher

uses a method (Classroom Action Research), that take the data from a result of test in

Cycle I and Cycle II. And the results is written in qualitative and quantitative data

form. The researcher took one class VA as an object of this research that consist of

34 students. The results of this research has shown that there are improvements in

student’s vocabularies mastery by using guessing game. It shows by the result of

mean score of students. In cycle I, 70.74 and be increase 82.65 in cycle II.

(64)

THE IMPROVEMENT OF STUDENT’S ABILITY IN MASTERING VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN

067690 MEDAN

A THESIS

BY

FACHRUNI ADLIA Z REG. NO. 110705008

DEPARTMENT OF ENGLISH

FACULTY OF CULTURAL STUDIES

UNIVERSITY OF SUMATERA UTARA

MEDAN

(65)

THE IMPROVEMENT OF STUDENT’S ABILITY IN MASTERING VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN

067690 MEDAN

A THESIS BY

FACHRUNI ADLIA Z REG. NO. 110705008

SUPERVISOR CO-SUPERVISOR

Dr. Hj. Nilzami Raswief, M. Hum

DEPARTMENT OF ENGLISH FACULTY OF CULTURAL STUDIES UNIVERSITY OF SUMATERA UTARA

Drs. Yulianus Harefa, MEd TESOL NIP. 195103131974122001 NIP. 196107031986011001

Submitted to Faculty of Cultural Studies University of Sumatra Utara Medan in partial fulfillment of the requirements for the degree of Sarjana Sastra from

Department of English

(66)

Approved by the Department of English, Faculty of Cultural Studies University of Sumatra Utara (USU) Medan as thesis for the Sarjana Sastra Examination.

Head, Secretary,

Gambar

Table 3.1 The activities teaching vocabulary by using guessing game
Table 3.2 Indicator of Success
Table 4.2
Table 4.4
+2

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