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USING WORD GAMES TO IMPROVE

VOCABULARY MASTERY OF XI

TEKNIK GAMBAR

BANGUNAN A

STUDENTS IN SMKN 2 DEPOK

A SARJANA PENDIDIKANTHESIS

Presented as Partial Fulfillment of the Requirements to Obtain the Sarjana PendidikanDegree

in English Language Education

By

Made Desya Somasari Student Number: 081214002

ENGLISH LANGUAGE EDUCATION STUDY PROGRAM DEPARTMENT OF LANGUAGE AND ARTS EDUCATION FACULTY OF TEACHERS TRAINING AND EDUCATION

SANATA DHARMA UNIVERSITY YOGYAKARTA

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i

USING WORD GAMES TO IMPROVE

VOCABULARY MASTERY OF XI

TEKNIK GAMBAR

BANGUNAN A

STUDENTS IN SMKN 2 DEPOK

A SARJANA PENDIDIKANTHESIS

Presented as Partial Fulfillment of the Requirements to Obtain the Sarjana PendidikanDegree

in English Language Education

By

Made Desya Somasari

Student Number: 081214002

ENGLISH LANGUAGE EDUCATION STUDY PROGRAM DEPARTMENT OF LANGUAGE AND ARTS EDUCATION FACULTY OF TEACHERS TRAINING AND EDUCATION

SANATA DHARMA UNIVERSITY YOGYAKARTA

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vii

ABSTRACT

Somasari, Made Desya. (2012). Using Word Games to Improve Vocabulary Mastery of XI Teknik Gambar Bangunan AStudents in SMKN 2 Depok. Yogyakarta: English Language Education Study Program, Sanata Dharma University.

In order to function well in the language being learned, it is important to understand the meanings and functions of adequate numbers of words and be able to use them appropriately. However, most of the students of XI Teknik Gambar Bangunan A (TGBA) class in SMKN 2 Depok found it difficult to deal with English because of their limited vocabulary. The observation results showed that they did not perform well in their test because they did not know the meanings of some words. They also did not know that similar words could carry different meanings or could be categorized into different parts of speech.

The research aimed to overcome the problem related to the limited vocabulary of XI TGBA students. Word games were chosen as the solution to the problem since they suited the learners’ characteristics. Word games were intended to help the students to acquire and recognize English words and their meanings as well as to categorize the words into the correct parts of speech. The problem that the researcher tried to answer was how word games helped XI TGBA students of SMKN 2 Depok improve their vocabulary mastery.

This research used Class Action Research (CAR) method. The research participants were 31 students of XI TGBA class in SMKN 2 Depok, Sleman, Yogyakarta in the 2011/2012 academic year. There were three cycles in this research; each cycle was completed in one meeting. The instruments used to gather data were students’ personal pre-implementation and post-implementation vocabulary list, observation checklist, field notes, questionnaire and interview.

From the data analysis, it was found that word games motivated the students to participate actively in the learning process and to grow interest in learning English. The number of students writing correct words, meanings, and parts of speech after the implementation of the games increased. The percentage of correct number of words, meanings, and parts of speech written in their vocabulary list also increased. Teachers are encouraged to use word games to add variety to the lesson and adapt the most suitable procedures to be implemented in their classroom.

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viii

ABSTRAK

Somasari, Made Desya. (2012). Using Word Games to Improve Vocabulary Mastery of XI Teknik Gambar Bangunan AStudents in SMKN 2 Depok. Yogyakarta: Program Studi Pendidikan Bahasa Inggris, Universitas Sanata Dharma.

Agar dapat mempergunakan bahasa dengan baik, seseorang harus memiliki penguasaan arti dan jenis kata yang cukup memadai serta mempergunakannya sesuai makna dan fungsinya. Namun sebagian besar siswa XI Teknik Gambar Bangunan A (TGBA) di SMKN 2 Depok menemukan kesulitan dalam mempelajari Bahasa Inggris karena terbatasnya kosakata Bahasa Inggris yang mereka miliki. Hasil pengamatan menunjukkan rendahnya nilai ujian siswa karena mereka kurang memahami makna dan jenis kata. Mereka juga tidak mengetahui bahwa kata yang sama dapat memiliki arti berbeda atau diklasifikasikan ke dalam jenis kata berbeda.

Penelitian ini bertujuan untuk mengatasi permasalahan terkait keterbatasan kosakata siswa XI TGBA. Permainan kata dipilih sebagai solusi karena sesuai dengan karakteristik siswa. Permainan kata bertujuan untuk membantu siswa mengenal dan menyerap kata-kata Bahasa Inggris beserta artinya dan membantu menggolongkan kata secara tepat. Permasalahan yang ingin dijawab oleh peneliti adalah bagaimana permainan kata dapat membantu siswa XI TGBA di SMKN 2 Depok meningkatkan penguasaan kosakata mereka.

Penelitian ini menggunakan metode Penelitian Tindakan Kelas. Responden penelitian ini adalah 31 orang siswa XI TGBA di SMKN 2 Depok, Sleman, Yogyakarta tahun ajaran 2011/2012. Penelitian ini terdiri dari tiga siklus. Tiap siklus diselesaikan dalam satu pertemuan. Instrumen penelitian yang digunakan untuk mengumpulkan data yaitu daftar kosakata pribadi siswa sebelum dan sesudah implementasi, lembar observasi, catatan lapangan, kuesioner dan wawancara.

Permainan kata membantu memotivasi siswa untuk berpartisipasi aktif dalam proses pembelajaran dan menumbuhkan minat siswa belajar Bahasa Inggris. Jumlah siswa yang menuliskan kata, arti, dan jenis kata setelah permainan dilakukan mengalami peningkatan. Jumlah kata, arti, dan jenis kata yang ditulis dengan benar juga meningkat. Para guru disarankan untuk menggunakan permainan kata guna memberi variasi dalam metode pembelajaran, serta mengadaptasi prosedur yang paling cocok untuk diterapkan di kelas mereka.

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ix

ACKNOWLEDGEMENTS

First and foremost, I send my deepest gratitude to Ida Sang Hyang Widhi Wasa. I believe that His blessings have guided me to the path where I am now.

I am greatly indebted to my parents, I Wayan Kartu Hendradiyasaand Dwi Ratmini, for their love, trust, and endless support. I thank my sister, Ni Wayan Shanti Devi Mahaswari, S.S., for her advices, and for being there when no one else was, and V. Jarot Budi W.for his kindness and support.

It is an honor for me to thank all PBI lecturers who have shared their knowledge, wisdom, and life stories. I address my deepest gratitude to my advisor,

Made Frida Yulia, S.Pd., M.Pd., for her advice, friendship, and patience during the completion of this thesis. I also thank my academic counselor, Dr. Retno Muljani, M.Pd., for her time and precious advice.

I am also indebted to the teachers and staff of SMKN 2 Depok for their hospitality and help when I was doing my research. I personally thank Endang Listyandari, S.Pd. for her patience and encouragement, and Yuliana Sri Wahyundari, S.Pd., M.Hum. for giving me the chance to conduct the research in her class.

For my dearest friends and loyal supporters—Bella, Clara, Delis, Pita, Rei, Siwi, Okta, Kristin, Sr. Klarina, Ayu, Putri—thank you for the great experiences I have had during my college years, and beyond. I also appreciate the support and

companionship of all friends, seniors,and juniorsin PBI and other study programs. I am really grateful for my lovely Thai friends and talented table tennis

athletes—Benz, Max, Biew, Palm, Bright, Aam, Mo—for showing me that every drop of sweat is the beginning of a hope. I thank Dr. Tanin Santiwattanatarmand his wife, Maneeratana, for teaching me a lot of things in such a short time. Lastly, I thank everyone whom I cannot mention one by one for their help and support.

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x

TABLE OF CONTENTS

Page

TITLE PAGE ……….. i

APPROVAL PAGES ………. ii

DEDICATION PAGE ……… iv

STATEMENT OF WORK ORIGINALITY ………. v

PERNYATAAN PERSETUJUAN PUBLIKASI……… vi

ABSTRACT ……… vii

ABSTRAK……… viii

ACKNOWLEDGEMENTS ……… ix

TABLE OF CONTENTS ……… x

LIST OF TABLES ……….. xii

LIST OF FIGURES ……… xiii

LIST OF APPENDICES ………. xiv

CHAPTER I. INTRODUCTION A. Research Background ………. 1

B. Research Problem .………..…….... 5

C. Problem Limitation ………. 5

D. Research Objective ………. 6

E. Research Benefits ……… 6

F. Definition of Terms ………. 7

CHAPTER II. REVIEW OF RELATED LITERATURE A. Theoretical Description ……….. 9

1. Vocabulary Mastery ………... 9

a. Definition of Words ………. 9

b. Vocabulary Knowledge ………... 10

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xi

3. Review of Related Studies ………...……… 14

B. Theoretical Framework ……… 17

CHAPTER III. RESEARCH METHODOLOGY A. Research Method ………. 21

B. Research Setting ……….. 22

C. Research Participants ………... 23

D. Instruments and Data Gathering Technique ……… 23

E. Data Analysis Technique ………. 28

F. Research Procedure ……….. 29

CHAPTER IV. RESEARCH RESULTS AND DISCUSSION A. The Description of the Implementation of Word Games ……… 31

1. The Implementation of Word Games in Cycle One ...………. 32

2. The Implementation of Word Games in Cycle Two ...………. 37

3. The Implementation of Word Games in Cycle Three .………. 41

B. Contribution of Word Games to the Improvement of Students’ Vocabulary Mastery ...………..… 45

CHAPTER V. CONCLUSIONS AND RECOMMENDATIONS A. Conclusions ………. 57

B. Recommendations ……….… 58

REFERENCES ……… 60

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xii

LIST OF TABLES

Table Page

Table 4.1 Students’ Scores and Word Frequency in Cycle One

(Pre-Implementation)………..…. 33

Table 4.2 Students’ Scores and Word Frequency in Cycle One

(Post-Implementation)………..… 36

Table 4.3 Students’ Scores in Cycle Two (Pre-Implementation &

Post-Implementation) ………..… 40

Table 4.4 Students’ Scores in Cycle Three (Pre-Implementation &

Post-Implementation) ………..… 43

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xiii

LIST OF FIGURES

Figure Page

Figure 2.1 Theoretical Framework ………. 18

Figure 4.1 Number of Students Writing ≥50% of Words, Meanings, and Parts of

Speech Correctly in Cycle One …...……….…. 46

Figure 4.2 Number of Students Writing ≥50% of Words, Meanings, and Parts of

Speech Correctly in Cycle Two ……….…... 48

Figure 4.3 Number of Students Writing ≥50% of Words, Meanings, and Parts of

Speech Correctly in Cycle Three ……….…. 49

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xiv

LIST OF APPENDICES

Appendix 1 Letters of Permission ……… 63

Appendix 2 Lesson Plan and Teaching Instruments of Cycle One ………. 66

Appendix 3 Lesson Plan and Teaching Instruments of Cycle Two ………. 71

Appendix 4 Lesson Plan and Teaching Instruments of Cycle Three ….………. 76

Appendix 5 Samples of Students’ Worksheets in Cycle One …….………….… 81

Appendix 6 Samples of Students’ Worksheets in Cycle Two ……….… 88

Appendix 7 Samples of Students’ Worksheets in Cycle Three ……...………… 94

Appendix 8 Samples of Students’ Questionnaire ……… 99

Appendix 9 Questionnaire Raw Data ………..……… 104

Appendix 10 Interview Guide ………..………. 107

Appendix 11 Interview Transcript ……….……… 109

Appendix 12 Observation Checklist ……….……… 113

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1 CHAPTER I

INTRODUCTION

In this chapter, the researcher presents the research background, problem

formulation, problem limitation, the objective and benefits of the research, and the

definition of terms.

A. Research Background

As a means of communication, language provides language learners with

various aspects to acquire. By learning English as a second language, many learners

in different parts of the world whose mother tongues are not English are expected to

be able to use English appropriately for written and oral purposes. In order to have

broad knowledge on English, they need to possess the linguistic knowledge of

English; among them are lexical, grammar, and discourse knowledge (Grabe and

Stoller, 2002, p. 42).

Lexical knowledge is closely related to vocabulary. Vocabulary is one of the

main aspects that learners have to master in order to be able to read, write, speak, and

listen well in the language being learned. Mastering the meanings and functions of

adequate numbers of words and being able to use them accurately are basically the

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However, most of the learners, in this case the students of XI Teknik Gambar

Bangunan A(TGBA) class in SMKN 2 Depok, admitted that they found it difficult to

deal with English because they had very limited vocabulary. When the researcher

asked them the synonym of ‘hunger’, they could not mention any other words to

substitute it. It was their first time hearing the words ‘starvation’ and ‘famine.’ They

also did not know that the word ‘swallow’ could also function as a verb; they only

knew that the word ‘swallow’ was a noun representing the name of a bird.

The results of their progress test showed that none of them scored above the

passing grade, which was 80. When they were discussing the answers with the

teacher, it was found that the students had difficulties in describing some words

although the words had been discussed in the previous meeting, e.g. the words

‘hardworking’ and ‘reliable.’ They also failed in distinguishing words with similar

meanings such as ‘horrible’ and ‘terrible.’ Some of their answers were incorrect

because they did not understand the meanings of some words. Even though they were

able to use the correct form of conditional sentence, the sentence that they should

have related correctly carried illogical sense of meaning because they did not know

the meaning of some key words used in the questions.

This kind of limitation rooting from the lack of vocabulary can be

discouraging, which may lead to students’ failure in other areas of English mastery as

mentioned above, namely grammar and discourse knowledge. This problem had also

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conduct a class action research. This type of class action research conducted by the

researcher was directed to improve XI TGBA students’ vocabulary mastery.

A number of research had been conducted to introduce games as a means of

vocabulary learning. Games, if the instructions and rules are explained clearly, can

encourage students to use the language they learn in a meaningful way (Nguyen and

Khuat, 2003). Nguyen and Khuat (2003) add that “games contribute to vocabulary

learning if they give students a chance to learn, practice and to review the English

language in a pleasant atmosphere.” Games are intended to keep the students relaxed,

interested, and active at the same time. Some games may also allow the students to

experience real-world tasks as they contain activities and language forms often used

for communicative purposes. Lewis and Bedson (1999) explain the advantage of

using games in the following statement.

Games add variation to a lesson and increase motivation by providing a plausible incentive to use the target language. The game context makes the foreign language immediately useful to the children. It brings the language to life (p. 5)

The games used in this class action research were word games aiming to

encourage students’ participation. The games mainly focused on building and

reviewing students’ vocabulary. The students were asked to work in groups when

they were doing the games.

The games were used to introduce new words as well as to review the words

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introduce new words, the games aimed to assess the students’ existing knowledge of

certain words. Meanwhile, when the words were reviewed, the games aimed to

develop the students’ understanding on several words they had learned before and

how the words should be categorized into the correct parts of speech.

This research becomes important due to the fact that most of the XI TGBA

students in SMKN 2 Depok are still unaware of the importance of recognizing and

categorizing English words into the correct parts of speech. To be able to use the

words appropriately, they need to understand that words have their own meanings

and functions. It is important for them to understand how a noun, verb, adjective, or

adverb can function effectively to deliver a message in the target language. In order to

be able to do this, it is important for them to refine their English skills, including their

understanding of English vocabulary. It is an essential part which will influence other

skills such as reading, writing, listening, and speaking skills.

By taking part in this research, the students would also be accustomed to

learning new words and establishing the words they had learned in their mind. The

use of games in this research was intended to increase their motivation and

participation, especially because of the characteristics of games which allow students

to be involved directly in the classroom activities as they work with their peers.

Games also offer a more pleasant classroom atmosphere which suits the students’

active and responsive characteristics. As a solution to their problem, an action

research aiming to improve vocabulary mastery of XI TGBA students in SMKN 2

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B. Research Problem

To present the research, the analysis will be based on the following question.

How do word games help XITeknik Gambar Bangunan Astudents in SMKN

2 Depok to improve their vocabulary mastery?

C. Problem Limitation

The research of using word games to improve XI TGBA students’ vocabulary

mastery is categorized into class action research. Kemmis and McTaggart (1988)

explain that action research conducted to overcome problems appearing in a

classroom occurs through a dynamic and complementary process consisting of four

essential moments of planning, action, observation, and reflection (p. 32). In this

research, all of the aforementioned stages were applied in the setting of XI TGBA

classroom.

The participants of this research were the students of XI TGBA in SMKN 2

Depok, Yogyakarta, 2011/2012 academic year. This research focused on the use of

word games to improve XI TGBA students’ vocabulary mastery. Games were chosen

in order to create a livelier atmosphere of learning which was expected to increase

students’ participation and encourage their understanding of English words. Seeing

that the students were active, enthusiastic and responsive, games were considered to

suit the students’ characteristics. Therefore, this research was limited to a study of

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D. Research Objective

The objective of this research is to overcome the problems related to the

limited vocabulary of XI TGBA students. By using games, it is expected that the

students will be able to easily acquire and recognize English words and their

meanings as well as to categorize the words into their correct parts of speech.

E. Research Benefits

There are several benefits which can be obtained from this research. The

benefits of the research are described as follows.

1. The Students of XI TGBA in SMKN 2 Depok, Yogyakarta

By participating in the games conducted by the researcher, students will be

able to improve their vocabulary mastery. The games are expected to aid the students

in learning new words and their meanings easily by giving them a clearer concept of

how the words are supposed to be used for various purposes. The use of word games

are aimed to make the learning activities more fun and exciting for the students.

2. The Teachers in SMKN 2 Depok, Yogyakarta

The benefit of this research for the teachers is that they will be able to help the

students improve their vocabulary mastery by conducting learning activities in a

lively atmosphere.

3. Other Researchers

Other researchers who are interested in investigating a topic similar to that of

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research in accordance with the use of games to improve vocabulary mastery of

English as a Second Language (ESL) learners.

F. Definition of Terms

To provide a better understanding of the content of the research, some terms

used in the study are defined as follows.

1. Word Games

Games in general are activities in which a visible set of rules guides the

actions of the participants and an element of strategy is present (Maley, 1999). In this

research, word games are used to assist XI TGBA students in SMKN 2 Depok in

mastering vocabulary by finding their meanings and identifying their correct parts of

speech. Word games require the students to participate in the activities focusing on

introducing and establishing words discussed in the meetings conducted by the

researcher.

2. Vocabulary Mastery

Nguyen and Khuat (2003) explain that “in order to communicate well in a

foreign language, students should acquire an adequate number of words and should

know how to use them accurately.” In this research, vocabulary mastery implies a

condition in which XI TGBA students in SMKN 2 Depok as language learners are

able to know the meaning of a word and categorize them based on their correct parts

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3. XI TGBA Students of SMKN 2 Depok

XI TGBA is one of the classes in SMKN 2 Depok. The students in this class

usually deal with drawing and architecture. The observation done as a preliminary

action in this class revealed that they found difficulties in learning English since they

had limited vocabularies. They also found memorizing words and formulas to

construct English sentences difficult; therefore, games which would help them to

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9 CHAPTER II

REVIEW OF RELATED LITERATURE

In this chapter, the researcher presents the theoretical description and

theoretical framework of the research.

A. Theoretical Description

There are three main points to be described in this section, i.e. vocabulary

mastery, word games, and research studies which are relevant to the topic of using

word games to improve vocabulary mastery.

1. Vocabulary Mastery

In order to understand the concept of vocabulary mastery, definition of words

and vocabulary knowledge are described as follows.

a. Definition of Words

Read describes words as “the basic building block of language, the units of

meaning from which larger structure such as sentences, paragraphs and whole texts

are formed” (2000, p. 1). In order to avoid confusion, Read also makes a clear

distinction between words and lexical phrases. He describes lexical phrases as a unit

consisting of groups of words which resemble a grammatical structure but “operate as

units with a particular function in spoken or written discourse” (Nattinger and

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Words in English can be classified into a number of parts of speech. The

number of parts of speech into which words are classified may differ from one

another. However, the majority of experts make clear categorization consisting of

eight parts of speech, i.e. nouns, pronouns, verbs, adverbs, adjectives, prepositions,

conjuctions, and interjections. Knowing which parts of speech a word belongs to may

help to understand how the word functions in a sentence. Since some words can be

classified into several parts of speech, most of the time it is important to look at how

a word functions in a sentence before determining which part of speech it belongs to.

Related to the level of difficulty of each part of speech, Rodgers (as cited in

Read, 2000, p. 40) explains that nouns and adjectives are the easiest ones to learn,

while verbs and adverbs are the most difficult ones. His statement is supported by the

findings of Ellis and Beaton (as cited in Read, 2000, p. 40) which elaborate the reason

why nouns are the easiest one. They explain that it is because most learners are able

to quickly form mental images of nouns and relate them to the target words.

b. Vocabulary Knowledge

Nation (2000, p. 31) lists a description of knowing a word into having various

receptive and productive knowledge of a word. Receptive knowledge involves the

ability of understanding the words through reading or listening activities, while

productive knowledge involves the ability of using and spelling the words

meaningfully and correctly in writing or speaking activities. The list provided by

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receptive and productive knowledge on words form, meaning, and use should be

addressed.

Form

spoken R What does the word sound like? P How is the word pronounced? written R What does the word look like?

P How is the word written and spelled? word parts R What parts are recognizable in this word?

P What word parts are needed to express this meaning?

Meaning

form and meaning R What meaning does this word form signal?

P What word form can be used to express this meaning?

concept and R What is included in the concept? referents P What items can the concept refer to?

associations R What other words does this make us think of? P What other words could we use instead of this one? Use

grammatical R In what patterns does the word occur? functions P In what patterns must we use this word?

collocations R What words or types of words occur with this one? P What words or types of words must we use with this

one?

constraints R Where, when, and how often would we expect on use to meet this word?

(register, P Where, when, and how often can we use frequency…) this word?

R = receptive knowledge P = productive knowledge

Nation (2000, p. 27)

In regard to this, Schmitt (n.d.) states that “complete mastery of all of the

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lexical knowledge comprises various kinds of word knowledge that cannot be

mastered all at once. As a consequence, the process of learning a word should be

incremental. Words need to be met, stored, and used for several times to be fully

mastered.

Nation (2000, p. 6) also underlines the importance of increasing and

establishing vocabulary in teaching vocabulary. If teaching and learning activities are

directed to increase learners’ vocabulary, then they have to be introduced to new

words that they have not known before. This process signifies the beginning of their

learning. On the other hand, establishing vocabulary means to encourage their

knowledge of particular words. When their vocabulary is established, the knowledge

will develop and expand. Establishing vocabulary also means to build on and

strengthen the initial knowledge they have, possibly from the process of increasing

vocabulary.

2. Word Games

Games in general are “activities in which a visible set of rules guides the

actions of the participants and an element of strategy is present” (Maley, 1999). The

participants are required to obey the rules of the games and avoid violating them in

order to be able to play fairly. Strategy is an important part of games since it guides

the process of carrying out the games with the purpose to win.

Based on Lee and McCallum’s categorization of games in language teaching

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language learning can be classified into the five major groups. They are vocabulary

games, structure games, writing games, reading games, and games for developing

speaking and listening skills. In this research, the games used are vocabulary games.

This type of games serves the purpose of helping the learners work with words.

Related to language learning, Prasad explains that games can be used to

”introduce an element of competition into language-building activities, which

provides valuable stimulus to a purposeful use of language” (as cited in Chen, 2005).

Games, therefore, allow the use of language in context. Almost similar to Prasad’s

explanation, Lewis and Bedson (1999) explain that games “add variation to a lesson

and increase motivation by providing a plausible incentive to use the target language”

(p. 5). Based on their opinion, games can be used to avoid monotonous activities in

teaching language by encouraging the learners to take part in the games actively.

Furthermore, Bradley (as cited in Luu, 2012) elaborates beneficial

characteristics of games when used to teach language. The first one is that it allows

all students to be engaged in the learning process. Working with other students in a

group requires them to “recognize and appreciate the contributions of others and use

team-building skills” (as cited in Luu, 2012). This characteristic leads to the second

one which explains that students will work together to reach the common goal, i.e.

winning the game; as they work together, peer tutoring may take place. The last one

is that games create fun and enjoyable learning atmosphere, which eventually will

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Uberman (as cited in Luu, 2012) explains the relationship between students’

motivation in vocabulary learning and the nature of games. He states that games can

be helpful for maintaining students’ motivation because they are “amusing and

interesting.” The entertaining and pleasant atmosphere created by employing games

to facilitate vocabulary learning can help students to memorize the words faster and

better. Related to how the kinds of games affect students’ motivation, Byrne (as cited

in Luu, 2012) underlines that “the more different games are used, the more motivated

students become.”

3. Review of Related Studies

A number of studies had been conducted to introduce games as a means of

vocabulary learning. One of them is a recent experimental study conducted by Luu

Trong Tuan (2012). His research aimed to examine the effectiveness of using games

to reinforce vocabulary recollection of young learners in Way Ahead classes at Ngoi

Nha Thong Thai Elementary School, Vietnam. He selected two random classes and

assigned the classes into experimental group and control group. The experimental

group was exposed to games in recollecting vocabulary, while the control group was

involved in exercises without using games. Luu used pretest and two posttests to

compare the mean scores of the research participants. The results he obtained

indicated that although both groups did not differ significantly in their pretest scores,

the experimental group scored better than the control one in the posttests. This

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using games, the experimental group performed better in the posttests. Luu concludes

that games can be used once in a while to motivate learners to study English.

Teachers must also choose the games well in order to allow learners to grow their

interest in learning vocabulary and increase their participation as they are involved in

the learning process.

Almost similar to the study conducted by Luu was the one conducted by

Al-Aliyani (n.d.). She conducted her research in four months to investigate the issue

regarding the effectiveness of using games in teaching vocabulary. Al-Aliyani

divided the classes she taught into experimental group and control group. The groups

consisted of 9 to 10 year-old boys and girls of Third Grade Basic Education classes.

She administered various vocabulary games and four comprehension tests, then

compared the results to draw conclusions. The results of her findings showed that the

experimental group exposed to vocabulary games scored better in the tests compared

to the control group. She also found that most of the learners were motivated by the

games to work on their vocabulary.

One of the most well-known studies was the one conducted by Nguyen and

Khuat in 2003. Games, if the instructions and rules were explained clearly, could

encourage students to use the language they learn in a meaningful way (Nguyen &

Khuat, 2003). Nguyen and Khuat (2003) added that “games contribute to vocabulary

learning if they give students a chance to learn, practice and to review the English

language in a pleasant atmosphere.” DeCarrico (as cited in Nguyen & Khuat, 2003)

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understanding.” In addition, Nation (as cited in Nguyen & Khuat, 2003) stated that

“learning new words is a cumulative process, with words enriched and established as

they are met again.” The statements emphasize the importance of repetition in

vocabulary learning.

The research was conducted in Vietnam at the Distance Education Center

(DEC) for a period of two weeks. This research involved 20 students. Nguyen and

Khuat noticed that most Vietnamese students learned vocabulary passively. They

were simply asked to take note of some words and their meanings. The words they

learned mostly came from their text book. They stopped when they knew the

meanings of the words and were discouraged to learn to use the words in context.

Considering those factors, Nguyen and Khuat wanted to see how the students would

react to the use of games in teaching English and if games could help improve their

existing vocabulary. They emphasized the use of as many games as possible to elicit

their students’ response and to understand how the students would progress and react,

as well as to see if unanticipated problems would arise from the use of games. They

did an oral interview to understand their expectations, problems, and progress in their

process of learning vocabulary and conducted post-class survey by distributing

questionnaire to elicit their personal feelings and their own experiences in learning

vocabulary. They also observed the class and reflected the results of their observation

on their previous journal to compare the results.

Based on the results, there were several factors which should be taken into

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number of students, proficiency level, cultural context, timing, learning topic, and

classroom setting. By taking those factors into account, finding the suitable games in

order to be able to obtain the desired results would be an easier task to do.

B. Theoretical Framework

This section reviews the relationship between the research conducted by the

researcher and the related theories.

Words play an important role in language learning because they have a

particular function in both spoken and written discourse. Language learners must

possess the understanding of word meanings and how words contribute to the

formation of sentences, paragraphs and texts in order to be able to use the language to

communicate effectively. It is important to make the learners engaged in meaningful

learning activities which will help them refine their language skills.

Figure 2.1 illustrates the theoretical framework of the research. Considering

the students’ problems as well as the major characteristics of XI TGBA students,

word games were chosen as the solution. As word games were used to help the

students learn vocabulary, several important aspects of vocabulary learning related to

this research were also taken into consideration. The implementation of word games

as the solution to the problems faced by the students was directed to help the students

[image:32.609.100.528.168.589.2]
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Students’ Problems Students’ Characteristics Limited vocabulary Active, enthusiastic, responsive Tense classroom situation

Vocabulary Learning

The process of increasing and establishing vocabulary Word knowledge mastered gradually

Avoid excessive learning pressure

Problem Solution Word Games

(Implementation of word games focuses on form and meaning aspects of word knowledge)

Desired Results

Students participate actively in learning activities Students are motivated to learn vocabulary actively Students learn vocabulary in a pleasant atmosphere

[image:33.609.101.513.106.546.2]

Students’ masteryof word knowledge improves

Figure 2.1 Theoretical Framework

As a means of language learning, games involve language-building activities

which can increase learners’ motivation and participation in the process of language

learning. Learning parts of speech with different levels of difficulty might be stressful

for students. Games give them a chance to use the language to gain the desired results

as well as to practice and review the language in an enjoyable atmosphere, lessening

the burden of learning. This atmosphere will help the learners to internalize a word by

mastering its meaning and its parts of speech progressively, especially because

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Based on Lewis & Bedson’s explanation (1999), games are expected to

encourage students to be involved in a variety of activities. In this research, the

students of XI TGBA class were motivated to participate in the games as a member of

a group. Games were chosen to improve vocabulary mastery because, as mentioned

by Nguyen and Khuat (2003), the students were given a chance to learn, practice and

review the target language in a pleasant atmosphere. A pleasant atmosphere was

helpful in motivating the students to take part in the games so that they would not feel

bored and learn vocabulary actively. Assigning them into groups would require them

to work together to achieve a goal and allow them to learn from and respect each

other.

When applying games, the researcher referred to the factors which should be

taken into account as proposed by Nguyen and Khuat (2003). The researcher

constructed the instructions and steps by considering the number of students,

proficiency level, cultural context, timing, learning topic, and classroom setting in

order to find the most appropriate game for each meeting. The activities were

intended to increase and establish vocabulary to support the students’ vocabulary

mastery. They would be exposed to some words they might never have encountered

before, and it would signify the start of their learning. However, when they had

already had a clue on the words taught, they might as well develop and expand their

vocabulary knowledge. Some aspects of word knowledge as explained by Nation

(2000, p. 27) were also taken into consideration. They were explored in the

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activities would be focusing more on building the students’ knowledge on word

meanings and parts of speech. Nevertheless, word knowledge should not be learned

in a rush. As Schmitt (n.d.) explains, the overall word knowledge cannot be achieved

all at once. They can only be learned one step at a time, allowing learners to expand

their knowledge incrementally.

It is also important to consider the advantages of using games to motivate the

students and increase their participation. Although Al-Aliyani (n.d.) explains that the

degree of participation and motivation differs across learners, their reaction and

attitude toward the implementation of games itself are worth observing. If they react

positively, it means that games help them encounter the target vocabulary in a

meaningful way. As they learn with high motivation and willingness to participate, it

will be easier for them to learn new words, expand their knowledge on words they

have known, store them, and recall them whenever they need to. This will eventually

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21 CHAPTER III

RESEARCH METHODOLOGY

This chapter describes the research method, research participants and setting, research instruments, technique of data gathering and data analysis, and research procedure.

A. Research Method

This research was conducted to find out how word games help improve vocabulary mastery of XI TGBA students in SMK N 2 Depok. In order to answer the research question, a class action research (CAR) was conducted. According to Lewin (1946), a theory of action research can be developed “as a spiral of steps involving planning, fact-finding (or reconnaisance) and execution” (as cited in McNiff & Whitehead, 2002, p. 41). Those steps are generally understood as “an action-reflection cycle of planning, acting, observing and reflecting.” (p. 41) If the cycle continues, it shows that there is a change in thinking and a change in action.

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Generally, every cycle in this research consists of the steps of planning, acting, observing, and reflecting. The planning stage involves the identification of the students’ problem and the selection of the solution to the problem. Word games were chosen as the solution because they have several advantages appropriate for the students’ needs. They include the demand of a vocabulary building which encourages the students’ active participation in a classroom with carefree atmosphere.

The acting and observing stages were carried out simultaneously. They included the implementation of the solution and data gathering. The researcher took an action to overcome the problem and recorded everything in the observation checklist and field notes.

The last stage was the reflecting stage. In this stage, the researcher reflected on how the implementation had been carried out. This step was important because it helped the researcher to decide whether or not the chosen solution could really help the students improve their vocabulary mastery.

B. Research Setting

[image:37.609.101.529.224.577.2]
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C. Research Participants

The participants of the research were XITeknik Gambar Bangunan A (TGBA) students in SMK N 2 Depok in the 2011/2012 academic year. There were 31 students in total. All of them participated in the research.

D. Instruments and Data Gathering Technique

To conduct the research, a number of instruments to gather data are used. The instruments are divided into two types. They are the research instruments used before the implementation and the research instruments used during the implementation.

1. The Research Instruments Used before the Implementation

The instruments used before the implementation are field notes, informal interview, and students’ test results.

a. Field Notes

Field notes are “the methods of reporting observations of and reflections about classroom problems and the teachers’ own reaction to them” (Kemmis & McTaggart, 1982, p. 197). Before the implementation, field notes helped the researcher to find out the problem that the students had prior to the research.

b. Informal Interview

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the students in XI TGBA class. Although not all of the students were present when the researcher informally interviewed the students, the results of the interview showed that the students found difficulties in learning English because of their lack of vocabularies.

2. The Research Instruments Used during the Implementation

The instruments used during the implementation are observation checklist, field notes, and students’ personal vocabulary notes.

a. Observation Checklist

Observation had a significant role in giving the researcher an illustration of the real situation of the class being observed. This also helped the researcher to understand the characteristics of the students in the class as well as to choose the most appropriate solution to the problem that the students had. The checklist was completed by an observer who was not involved directly in the research. The observer merely observed the whole activities done in the class and pointed out things which were important for the research.

b. Field Notes

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c. Questionnaire

The questionnaire distributed to the students consisted of two parts. The first part contained ten closed-ended questions, while the second part contained three open questions. The questionnaire aimed to understand how the students responded to the purposes of the games implemented and how they would evaluate the games. The questionnaire would also help the researcher to find out how the students perceived the implementation of the games as well as whether or not they felt that they benefited from the carried out research.

d. Semi-structured Interview

The participants of the semi-structured interview were chosen randomly. The questions aimed to find out the students’ perception on how they had progressed throughout the research. The interview also aimed to clarify the students’ answers in the questionnaire given to them.

e. Students’ Personal Vocabulary List

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A sequence of steps was done in order to gather the data needed for further analysis. First of all, the researcher asked the students to fill in their pre-implementation vocabulary list. The scores gathered from the list were the ones illustrating the students’ vocabulary level before the implementation was done. Pre-implementation vocabulary list was given in each meeting before the Pre-implementation of the game. This list consisted of vocabulary items which were selected based on the games used in a particular meeting. These words were adapted from the sources that included words which were often encountered by English learners in general. The researcher used the words adapted from Bauman and Culligan’s General Service List (1995) as well as Seal’s American Vocabulary Builder 1 (1990). The students were required to find the meanings of the words and categorize the words into the correct parts of speech through doing a selected game.

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game, “Find the Answers!”, intended to help the students recognize adverbs. The last game, “The Bingo Race”, aimed to review words they had known and introduce new words.

At the end of each game, the researcher asked the students to rewrite the meanings and the parts of speech of the words given in their personal vocabulary lists. This step aimed to keep track of the students’ progress as well as to find out the effectiveness of the game used in that particular meeting. After that, the researcher gathered each student’s vocabulary list and calculated the score. Then, the researcher compared the scores of the students’ vocabulary list completed after the implementation with the previous scores gathered prior to the implementation of the games. It was aimed to see whether there was an improvement or not according to the scores that the students had.

The researcher also distributed a questionnaire to gather the data related to the students’ perception on the implementation of the games. As follow-ups, informal interview was conducted in order to clarify their answers and obtain additional information. The results of the questionnaire distributed to the students and the interview would help the researcher to find out whether or not the students felt that they benefited from the implementation of the games.

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implementation in the field notes. This step aimed to fill the information gaps which were created by the researcher’s involvement in the implementation.

After the first cycle ended, the researcher reflected on how the implementation had been done. This aimed to find out whether or not the games which had been used to develop the students’ vocabulary mastery were really effective. Through the reflection, the researcher was able to discover the things which needed improvement so that the solution could be effective. At the end of the second cycle, the researcher reflected on the results and decided that one more meeting had to be conducted to conclude how word games could help the students improve their vocabulary mastery.

E. Data Analysis Technique

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speech in the form of word web (see Appendix 5) and the list of adverbs they found in the text they had read (see Appendix 6).

The questionnaire distributed to the students, the results of the interviews, the field notes and the observation checklist were analyzed by summarizing them into a form of separate descriptions. Each of the descriptions would help the researcher to determine the relationship among the results of the students’ compared vocabulary notes, the students’ perception on the implementation, and what happened in the classroom during the implementation. This relationship would be the basis on which the final conclusion was derived from.

In order to stop the cycle, criteria of success were determined. There were two criteria of success. The first one was that the number of students who correctly rewrote the meanings and the parts of speech of the words in their personal vocabulary lists increased. The second criterion was that more than 75% of the students participating in the research were able to correctly write equal to or more than 50% of the meanings and the parts of speech of the words in their personal vocabulary lists after the implementation.

F. Research Procedure

There are seven steps which were conducted throughout the research. 1. Observing XI TGBA Class in SMK N 2 Depok

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2. Planning the Research

After observing and analyzing the result of the observations, the researcher planned the research strategy which would be conducted to overcome the problem. 3. Asking permission from Dinas Perijinan

After planning the research, the researcher asked permission to conduct the research from Dinas Perijinanon March 19th, 2012.

4. Preparing the Instruments

During this step, the researcher prepared all instruments which would be used in the research.

5. Collecting the Data

The researcher collected the data on May 7th, 12th, and 14th, 2012. The researcher taught the class and collected the data by taking notes of everything happening in the classroom during the implementation of the games, distributing the questionnaire to the students and conducting the interview.

6. Analyzing the Data

The next step was analyzing the data. From the data collected, the researcher analyzed and interpreted them to obtain the results.

7. Reporting

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31 CHAPTER IV

RESEARCH RESULTS AND DISCUSSION

This research was conducted in three cycles. Each cycle consisted of planning,

acting, observing and reflecting. Each cycle was completed in one meeting. The first

meeting was conducted on May 7th, 2012. The second meeting was conducted on

May 12th, 2012, and the third meeting was conducted on May 14th, 2012. After all

meetings were conducted, the researcher distributed the questionnaire and conducted

the interview to a few students. The results of both were analyzed to corroborate the

results taken from the students’ vocabulary list scores and group works.

A. The Description of the Implementation of Word Games

This section is divided into three parts, i.e. the implementation of word games

in Cycle One, the implementation of word games in Cycle Two, and the

implementation of word games in Cycle Three. Each cycle was completed in one

meeting. The duration of each meeting was set to sixty minutes despite the fact that

the contact hour for every subject in SMKN 2 Depok was 45 minutes.

In the beginning, every meeting was planned to be conducted in one contact

hour in order to give the students the chance to review the lesson as a mid-term test

preparation in the remaining 45 minutes. Nevertheless, after the first meeting, the

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the real classroom teacher about the time allocation and finally decided to set a

60-minute meeting. By doing so, the students would still have thirty 60-minutes left to

review their lesson.

1. The Implementation of Word Games in Cycle One

During Cycle One, the researcher identified the students’ problem by looking

at the results of the observation which was done prior to the meeting. The problem

that the researcher found was that the students had difficulties in understanding the

content of their progress test, especially the multiple choice questions. They

misinterpreted the options because they did not know the meaning of some words, for

example they did not know that the words ‘terrible’, ‘horrible’, and ‘bad’ were within

the same semantic field. They also admitted that the English class they normally had

always involved answering the teacher’s questions and listening to the teacher’s

explanation. Considering the characteristics of the students who were active and

responsive, the researcher chose games as the solution to the problem. The researcher

assumed that games would be able to give the students new experience in learning

English, particularly related to vocabulary learning.

During the acting stage, the researcher asked the students to fill in their

vocabulary list before the implementation of the game. The first vocabulary list

required the students to provide twenty words, including their meanings and the parts

of speech. In ten minutes, they were asked to recall and write any English words they

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[image:48.609.103.528.134.676.2]

Table 4.1 Students’ Scores and Words Frequency in Cycle One (Pre-Implementation)

Student #

Students’ Scores Words Frequency

Words Meaning Parts of

Speech Average Noun Adjective Verb Adverb

1 18 20 19 19 12 5 3 0

2 - - -

-3 20 20 17 19 0 4 14 0

4 10 6 11 9 4 2 3 1

5 15 15 15 15 7 3 5 0

6 20 20 19 19.7 8 9 3 0

7 - - -

-8 20 20 16 18.7 10 10 0 0

9 15 15 13 14.3 6 2 6 1

10 20 20 20 20 7 1 9 3

11 17 20 15 17.3 8 7 5 0

12 18 20 19 19 19 0 1 0

13 19 20 17 18.7 15 2 3 0

14 17 20 18 18.3 9 7 4 0

15 20 20 20 20 8 3 9 0

16 20 19 18 19 7 7 4 2

17 20 20 19 19.7 14 3 3 0

18 20 20 2 14 11 4 5 0

19 19 19 17 18.3 11 4 3 1

20 9 8 6 7.67 7 0 1 0

21 20 20 19 19.7 17 2 0 1

22 20 20 18 19.3 13 2 5 0

23 18 20 17 18.3 11 3 2 2

24 20 19 20 19.7 8 7 5 0

25 20 19 20 19.7 8 5 7 0

26 19 20 16 18.3 3 3 12 1

27 20 20 0 13.3 16 2 2 0

28 17 17 15 16.3 13 3 1 0

29 17 17 15 16.3 10 5 2 0

30 17 19 20 18.7 14 3 3 0

31 20 20 19 19.7 14 0 6 0

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The results showed that they scored the lowest in the parts of speech. Most of

the students did not understand how the words should have been categorized. They

were able to provide the correct meanings of the words, but not the parts of speech.

They also wrote down nouns at the most, and adverbs were rarely found. As seen in

Table 4.1, the students managed to write down 290 nouns (similar nouns, and other

parts of speech, written by different students were counted according to how many

times they showed up), but only 12 adverbs. Most of the adverbs were adverbs of

time such as ‘yesterday’, ‘tomorrow’, and ‘today.’ The most noticeable error that they

made in categorizing words into adverb was that they thought names of places such

as ‘house’, ‘hospital’, and ‘school’ could be simply categorized into adverb of place.

Seeing that what they had written reflected the words which they had

mastered and/or which had to be reviewed further, the researcher used these results as

the baseline of the study. After gathering the results of the pre-implementation

vocabulary list as presented in Table 4.1, the researcher implemented the game which

was chosen as the solution to the problem. In the first meeting, the researcher divided

the students into seven groups. Each group consisted of four to five people. The game

that was used was the one called “Word-Web” (see Appendix 5). In this game, the

students were asked to draw a web and write down the words they had known

according to the parts of speech given, i.e. noun, verb, adjective, and adverb. They

obtained one point for each correctly written and categorized word. One group

managed to obtain 134 correctly written and categorized English words. The other

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After they completed writing the words for fifteen minutes, the students were

asked to exchange their works so that each group would be able to see what the other

group had written. Then, they were asked to study the words and write down what the

other group had written on their word-web. They were allowed to discuss the material

in their own groups, allowing peer tutoring to take place. They had to copy the words

in the other group’s word-web, and were encouraged to supply the correct parts of

speech if they thought that what they saw in the list was incorrect. The purpose of this

step was to enrich the students’ vocabulary as they wrote down what the other

students made.

After analyzing the post-implementation vocabulary list of the students, the

researcher found that many of the students made good progress on the correct number

of the parts of speech. Table 4.2 illustrates the students’ improvement in their average

score and the distribution of parts of speech. Compared to the results presented in

Table 4.1, the average score of the number of words that they wrote correctly

increased from 18.1 points to 19.4 points. The score for meaning part remained the

same, while the score of the parts of speech increased from 15.9 points to 17.7 points.

The average score that the students made also increased from 17.5 points to 18.4

points. The words frequency column in Table 4.2 illustrates that the words they

wrote also became more various in terms of their parts of speech. They wrote fewer

nouns and more adjectives, verbs, and adverbs in their post-implementation

[image:50.609.98.530.263.590.2]
(51)
[image:51.609.103.530.133.676.2]

Table 4.2 Students’ Scores and Words Frequency in Cycle One (Post-Implementation)

Student #

Students’ Scores Words Frequency

Words Meaning Parts of

Speech Average Noun Adjective Verb Adverb

Gambar

Table 4.1  Students’ Scores and Word Frequency in Cycle One
Figure 2.1 illustrates the theoretical framework of the research. Considering
Figure 2.1 Theoretical Framework
Gambar Bangunan A (TGBA) class in SMK N 2 Depok, Sleman, Yogyakarta in the
+7

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