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TABLE OF CONTENT

1.5 Clarification of Terms ... 11

1.6 Organization of the Paper ... 11

CHAPTER II THEORETICAL FOUNDATION ... 13

2.1 Speaking ... 13

2.1.1 The Nature of Speaking ... 13

2.1.2 The Characteristics of Good Speaker ... 14

2.1.3 Teaching Speaking in the Classroom... 15

2.2 Procedural Text ... 17

2.2.1 Definiton of Procedure Text ... 17

2.2.2 Generic Structure and Language Features of Procedure Text ... 18

2.3 Theories of Computer-Based Game... 18

2.3.1 Computer-Based Game in Teaching ... 18

2.3.2 Definition of Computer-Based Cooking Game ... 19

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CHAPTER III RESEARCH METHODOLOGY ... 23

3.1 Research Design... 23

3.2 Data Collection ... 25

3.2.1 Population and Sample ... 25

3.2.2 Research Instrument ... 26

3.2.2.1 Tests ... 26

3.2.2.2 Structured Questionnaire ... 28

3.3 Research Procedures ... 29

3.3.1 Organizing Teaching Procedure ... 29

3.3.2 Conducting the Treatment ... 30

3.3.3 Administering Pre-Test and Post-test ... 31

3.3.4 Distributing Structured Questionnaires ... 31

3.4 Data Analysis ... 32

3.4.1 Pre-Test and Post-test Data Analysis ... 32

3.4.1.1 Normality Distribution... 32

3.4.1.2 Homogeneity of Variance ... 32

3.4.1.3 The Independent T-test ... 33

3.4.1.4 Analyzing Data on Structured Questionnaires ... 33

CHAPTER IV FINDINGS AND DISCUSSIONS ... 35

4.1 Study Findings ... 35

4.1.1 Pre-test Score Analysis ... 35

4.1.2 The Independent T-test Computation on Pre-test and post test ... 38

4.1.3 Analysis the result of Structured Questionnaires ... 40

4.2 Discussions 4.2.1 The use of Computer Game in Speaking Activities ... 54

4.2.2 Students’ Responses toward the Computer Game Entitled Cooking Academy 2 World Cuisines in Speaking Activities ... 55

4.3 Concluding Remarks ... 56

CHAPTER V CONCLUSIONS AND RECOMMENDATIONS ... 57

5.1 Conclusions ... 57

5.2 Recommendations ... 58

BIBLIOGRAPHY ... 60

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CHAPTER 1

INTRODUCTION

This chapter introduces the nature of the study. It begins with the

background for the study in which research questions and aims of the study are

formulated. Reasons for choosing the topic and significance of the study are

included. Some concepts concerning research design employed in the study are

clarified in relation to data analysis within certain scopes. This chapter is also

completed with organization of paper as the general description of the study.

1.

1 Background

For many learners studying English as a foreign language, speaking is

one of the important basic skills (listening, speaking, reading, and writing) that

should be mastered. Based on School-based Curriculum students should master

speaking skill because it is tested in the School exam. Moreover, English is a

subject that must be taught since Elementary/lower grade (Lengkanawati, 2004).

Besides, speaking skill mastery is very important to be mastered because it can

help the speaker to communicate with others who use English as their language

and also since English is an International language.

However, improving speaking skill is not an easy matter to do in

Indonesia, since Indonesians are not using English as their mother language. It is

noticed that there are also problems with the teacher’s speaking ability. It seems

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as another problem in speaking. The graduated senior high students have to

master 11.000 to 14.000 root words (D'Anna, Zechmeister, and Hall 1991;

Goulden, Nation, and Read, 1990; Hazenberg and Hulstijn, 1996). In fact, in

Indonesia, where English is spoken as foreign language, the provided time is only

440 hours a year (www.ktsp.diknas.go.id). It is contradicted to the previous study,

in which the students need a lot of exposure time to deal with vocabulary. Thus,

the challenges in enriching students’ vocabulary affect their speaking skill.

Harmer (2002) stated that the ability to speak fluently not only

presupposes on knowledge of language features, but also on the ability to process

information and language on the spot. This means, the teacher should encourage

the students with a lot of exposures and practices when they want to improve

speaking ability. Therefore, strategies should be conducted in the classroom, so

that English could be used actively and interestingly to avoid boredom and

students can become a good speaker.

A good English speaker should have a good fluency, pronunciation

and discourse management (Georgiou & Pavlou, 2003). They said that a good

fluency enables the speaker to speak naturally. The speaker should also pay

attention to the pronunciation because good pronunciation enables the listener to

listen words clearly. Discourse management deals with how the speaker arranges

and connects his/her ideas. It is also supported by Paul (2003), as a matter of

learning speaking effectively, the learners are not only expected to pronounce

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communicative and to speak spontaneously. It follows that the speakers need to

have a good ability in speaking.

To become a good English speaker, the student who practices this skill

needs motivations and strategies. Marriane (1979) stated that no matter what

students are forced to study, they do not learn at all unless they want to do so.

This statement follows that the teacher, especially English teacher, should prepare

several strategies and motivations to the students to make an interesting activity in

the classroom. Thus, the students’ motivation towards the subject will be

maintained through the activity; moreover, they will have a lot of exposure in

vocabulary mastery.

Actually, there are many things that can be done to maintain students’

motivation and strategy, such as the use of effective and attractive media in

teaching and learning process. The use of media can boost the language learning

to be more attractive and creative. Harmer (2007) stated that ranges or objects,

pictures and other things can be used as an instructional media to present and to

manipulate language as well as to involve students in the activities. One of the

media that present attractive and creative learning is a computer. Among many

applications in the computer, game is one of the applications that can be used as

teaching and learning media. Therefore, the media that is used in this study is

called computer-based game.

Uberman (2012 states that at least game is used to show students the

beauty of foreign language not just a problem that at times seems overwhelming.

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social, and fun. Firstly, game is developmental. This infers that not only the

English skill is being developed but also the creativity. Secondly, game is

educational. By playing game, we can learn not only about the use of language but

also history, geography, culture, current event, theology, management and math.

Third, game is social. There is no gaming “loners” or “outcasts”. By playing

games we interact easily with other gamers. And the last is game is fun. Computer

based game is completed by both audio and visual. Because of that, gamers can

manifest themselves into the game and can possibly implicate their feeling too.

Happiness, sadness, strains and prides are collapsed to be fun activity to make

gamers bear to spend their time in front of their computers. Something that we

learn with fun and meaningful learning can be memorized for long-terms.

From the statements above, one computer-based game, entitled

Cooking Academy 2 World Cuisines is used in this study. This game is equipped

with visual explanation and vocabulary that is given to respondent such as, grating

cheese, peeling potatoes, slicing bread, chopping garlic, sautéing all manner of

ingredients, etc. Besides that, the player will recognize the examples of the world

cuisine and cook a variety of appetizers, breakfasts, lunches, dinners, and desserts.

The player will also use mouse to interact with the game, so the player will be in

the cook-like situation.

Based on the previous research and theories mentioned above, the aim

of this study is to investigate Cooking Academy 2 World Cuisine as a tool for

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The study is expected to have implications to the use of the

computer-based game which is carried out in the English classroom. The study is also

expected to be a reference for English teachers to develop an innovative and

creative teaching learning process, especially in teaching speaking procedural text.

This study may also inspire other researchers to explore the issues

which are related with the use of computer-based game in teaching speaking

procedural text. The findings later will also provide sufficient information to

conduct other investigation in the similar field.

1.2

Research Questions

This study aimed to investigate these following questions:

1. Can a computer-based game Cooking Academy 2 World

Cuisine improve speaking ability of senior high school

students?

2. What is the students’ response toward Cooking Academy 2

World Cuisine in improving their speaking especially in

procedural text?

1.3

Aims of the study

Associated with the research question above, this study is proposed to

investigate the use of playing computer-based game on speaking ability mastery

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of Cooking Academy 2 World Cuisine in improving their speaking procedural

text are revealed.

1.4 Research Methodology

This section is intended to provide the “how to” of conducting the

study. In general it explains the steps of this study in finding answers to the

previously formulated research questions. It should cover the following parts:

Research Design

This study used a quantitative method; gathering and comparing the

data. In addition, questionnaires were given to the students.

Gathering and comparing data were held in quasi-experimental study

using intact group design. There was one class experimental class. Before giving

post-test, the game was given to experimental class. Afterwards, the data taken

from pretest and posttest score of experimental class were compared and analyzed

to find out its significance.

Research Instruments

This study was conducted based on a quantitative method that was

held in an experimental study. The sample was included into one class;

experimental class. Experimental class was tested by pre-test and post-test. As a

treatment the Cooking Academy 2 World Cuisine game was given to the

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Data Collection

In collecting the data, the tests were administered to Experimental

Class before and after the experiment were held. Experimental class received the l

treatment before the post-test which is Cooking Academy 2 World Cuisine game.

The data was taken along with this study during regular schedule of English in

school.

Meanwhile, the steps are showed below in the Procedure of Study.

Procedure of Study

Below are the procedures of this study:

1. Collecting participants.

In this part, this study involved twenty five participants. These

participants are the students in one of SMA Plus Pariwisata in

Bandung students’.

Moreover, three students from experimental class were

selected as the representatives. These three students were

categorized as high grade student, medium grade student, and low

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2. Clustering participants into experimental class.

In clustering the participants, those twenty five students of

SMA Pariwisata were selected as participants in Experiment class.

Twenty five students of class X-1 were acknowledged as

Experimental class.

3. Pre-testing Experimental class.

In this section of this study, the pre-test was selected as the

beginning of collecting the data to the Experimental class. The

pre-test was included by the three proposed aspects as a set of

assessment, such as, fluency, pronunciation, and discourse

management. These aspects were important to find out the basic

speaking skill of the students. These aspects of assessment used in

post-test.

4. Giving treatment to experimental class

In conducting the treatment, computer-based cooking game

entitled Cooking Academy 2 World Cuisine is selected. This game

was applied to the experimental class.

5. Post-testing Experimental class.

After giving sets of treatment to the experimental class, the

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6. Comparing the data by using t-test in order to seek out whether

the effect is significant or not.

After collecting the pre-test and post-test data, SPSS 17.0

statistics for windows was selected as an aid to analyze both data.

7. Giving a questionnaire to the students related in this study.

After collecting the data, questionnaires were given to the

students’. The questionnaires were analyzed by SPSS 17.0 statistics

for windows.

8. Concluding the study.

After the data and questionnaires are analyzed, this study was

concluded and will be more explained in chapter 4 and 5.

Data Analysis

This study was started with the null hypothesis, since this is

comparative study, so that in mastering speaking ability in procedural text the two

groups are considered similar in the beginning.

Kranzler and Moursund (1999) proposed the meaning of null

hypothesis that there is no difference between Experimant Class’ Pre-test and

Post-test score in the mean adjustment level. The analysis of this study used t-test

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of the two scores are different to a statistically-significant degree (Kranzler and

Moursund ch.7: 89, 1999)

Notes : G stands for class, T1 stands for Pre-test and T2 stands for Post-test

Populations and Samples

Twenty five students in one of SMA Pariwisata in Bandung were

chosen as the subject for this study. This is particularly because SMA Pariwisata

in Bandung already provides computer-skilled program, so it is believed that

students are able to operate computer.

The study focused on the first grade students. Only one class will be

analyzed as an experimental class. Experiment class is selected by giving them

pre-test, treatment, and post-test. It is believed that Experimental class’ score have similar speaking level in producing procedural text, because they are in the

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1.5 Clarification of Terms

In this study, there are several terms that need to be clarified to avoid

misinterpretation and unnecessary misunderstanding of the terms used in this

paper. Several terms are clasified as follows:

 Speaking Skill : an ability to express thoughts and verbal

transactions.

 Teaching : imparting of knowledge in this term speaking

ability in procedural text by a teacher or other knowledgable

person.

 Computer-based game : a game which is played on computer,

in which the pictures that appear on the screen are controlled

by pressing keys or joystick (cambridge advance learners’

dictionary)

1.6

Organization of the Paper

The paper of this study is organized as follows:

Chapter 1 Introduction

This chapter presents the background of the study, statements of the

problem, the aims of the study, the significance of the study, research methods,

procedures of the study, population and sample, clarification of terms, and

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Chapter 2 Theoretical Foundation

This chapter presents the related theories from the experts and their

studies, with related literature that writer uses in this study.

Chapter 3 Research Methodology

This chapter presents the methodology in conducting this study. It

includes the preparation stages, procedures, instruments, methods, and the result

of the study.

Chapter 4 Findings and Discussions

This chapter presents the writer’s interpretation about the result of the

study.

Chapter 5 Conclusions and Suggestions

This chapter presents the conclusion and suggestions of this study to

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CHAPTER III

RESEARCH METHODOLOGY

This chapter is devoted to outline the methodology of the research. This

chapter presents some considerations in determining the data to collect, the

subjects from whom data will be taken, the data collection, and steps to analyze

the obtained data.

3.1 Research Design

This study used One-Group Pretest-Posttest design. The design was

commonly used in educational study. In the One-Group Pretest-Posttest design, a

single group was measured or observed not only after being exposed or treated,

but also before (Fraenkel and Wallen, 1990:236). The study only used one class

which was considered as an Experimental Class, as it had been suggested by

Fraenkel and Wallen (1990). All participants in Experimental Class had the same

level, but the writer used a different set of treatments in the teaching and learning

process after conducting the Pretest.

This study used an experimental study. The sample was acknowledged

into one class; Experimental class. All participants were given pre-test and

post-test. Before giving the post-test, Cooking Academy 2 World Cuisine as a computer

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which was taken from Experimental class compared and analyzed to find out its

significance as the answers of the research questions.

The Experimental design in this study would be explained as follow:

Experimental O1 X1 O2

Notes:

O1 : Students’ speaking scores of Experimental class in pre-test

O2 : Students’ speaking scores of Experimental class in post-test

X1 : Treatment using computer game entitled Cooking Academy 2

World Cuisine

The study used one class (Experimental class). The treatment was only

given in Experimental group repeatedly. Before giving the treatment to

Experimental class, all participants had conducted the pre-test to know students’

speaking ability. After giving the pre-test to the Experimental class, the post-test

was given to know students’ speaking ability after the treatment. This process

used as a mean to identify whether there was a difference or not between the

pretest and posttest data in the experimental class which used computer game as a

treatment entitled Cooking Academy 2 World Cuisine.

In this study, the independent variable was the use of computer game

entitled Cooking Academy 2 World Cuisine in the teaching of speaking. This was

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or more other variables. The dependent variable was students’ speaking scores.

This was the variable that depended on what independent variable did to it

(Fraenkel & Wallen, 1990: 32).

This study was started with the null hypothesis, the pretest and posttest

score in experimental class were considered similar in the beginning of the

experiment.

Kranzler and Moursund (1999) suggested that the meaning of null

hypothesis was there is no difference between pretest and posttest score in

experimental class in the mean adjustment level. So that the null hypothesis in this

study was there is no difference between the two scores (Pretest and Posttest) in

students’ speaking ability.

3.2 Data Collection

3.2.1 Population and Sample

The population in this study was one of SMA Pariwisata in

Bandung. The total population of first grade students was sixty eight

students.

Twenty five students participated as sample in this study. Twenty

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3.2.2 Research Instrument

Tests and structured questionnaires were used to collect the data in this

study.

3.2.2.1 Tests

To collect the students’ speaking scores data, oral tests were conducted to

the Experimental Class. The most important thing in speaking class, the students

are able to communicate with other in oral form (Jespersen cited in Murcia, 1979:

83). Based on previous statement, oral test was decided as the best way to test

speaking ability. In oral pre-test, students or participants from Experimental class

have to conduct a monologue of a procedural text that was chosen by them freely.

Meanwhile, in oral post-test, students from experimental class have to conduct a

monologue of procedural text that was chosen from the computer game. To

collect students’ scores, a scoring sheet was developed based on the scoring

guides designed by Georgiou & Pavlou (2003). The adopted scoring sheet

consisted of three important aspects such as Fluency, pronunciation, and discourse

management. This scoring sheet is available in table 3.1.

The pre-test and post-test were conducted to the experimental class in the form of

oral performance test. The collected data from pre-test had shown the fundamental

capability of students’ speaking ability before given the treatment in experimental

class. Meanwhile, the collected data from post-test had shown the effect of using

computer game entitled Cooking Academy 2 World cuisine to the students’

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game entitled Cooking Academy 2 World Cuisine in improving students’ speaking

ability, the pre-test and post-test score would be compared by using SPSS

statistics 17.0. Furthermore, 3 participants from the Experimental class were

selected. Each participant would be categorized as high, medium, and low grader

students in English course based on English teacher’s recommendation.

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Very good pronunciation and

Structure correct and there

are not connection from each

structure

30

Structure correct and there

are connection from each

questionnaire was used. The structured questionnaire consisted of several

questions that related to the students’ responses about the speaking activity and

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Cuisine in speaking activity. The structured questionnaire was given to the

experimental group after the post-test. The structured questionnaires are available

at the list of appendices.

3.3 Research Procedures

Several procedures were conducted in this research. The procedures were

organizing the teaching procedures, conducting some treatments, administering

pre-test and post-test, and conducting the structure questionnaire.

3.3.1 Organizing Teaching Procedure

In this study, the writer participated as a teacher in the experimental class.

Preparing the appropriate materials for teaching and learning activities would be

the best thing to do during the treatments for the experimental class. The writer

was arranging the teaching procedures in experimental. At last, arranging the

research instruments which were required for experimental class.

The teacher used computer game entitled Cooking Academy 2 World

Cuisine as a media in teaching and learning speaking activities for experiencing

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Table 3.2

Cuisine treated in the experimental class. The computer game entitled Cooking Academy 2 World Cuisine affords related material based on curriculum and

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As the first condition, there were no differences between the pretest and

posttest score in experiment class. Then, the differences could be identified from

the two scores only in the use of media.

3.3.3 Administering the Pre-test and Post-test

A pre-test was administered to the Experiment class before the class was

given the treatment. The pre-test scores were used to find out the basic students’

speaking ability. The post-test was taken after the treatment had been conducted

in the experimental class. The post-test scores were pointed to find out whether

the use of computer game entitled Cooking Academy 2 World Cuisine influenced

the experimental class or not. Pre-test and post-test were conducted by asking

students to do a monologue of procedural text in front of the class. The

assessment focused on three aspects such as fluency, pronunciation, and discourse

management.

3.3.4 Distributing Structured Questionnaires

The final procedure in this study was conducted the structured

questionnaires. The questionnaires were conducted to find out the responses of

experimental class students in using computer game entitled Cooking Academy 2

World Cuisine based on their point of view. The questionnaires were administered

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3.4 Data Analysis

The analysis of data was performed after collecting the required data such

as pre-test, post-test, and questionnaires. In doing this analysis, the writer also

followed the steps that were suggested by Sudjana (2005) and Field (2005).

3.4.1 Pre-test and Post-test Data Analysis

The Pre-test and Post-test were statistically analyzed by using t-test.

Before the test, tests of normality of distribution ad variance homogeneity were

performed. If the scores were normally distributed, t-test could be conducted.

3.4.1.1 Normality of Distribution

Analysis of normality of distribution was conducted to find out whether

the scores of experimental class are normally distributed or not. To analyze the

normality of distribution, Kolmogrov-Smirnov formula was used in SPSS

statistics 17.0 for windows. Based on Kranzler and Moursund (1999) if the

Asymp. sig. is more than the level of significance (0.05), the scores were normally

distributed. The t-test analysis can be conducted.

3.4.1.2 Homogeneity of Variance

The analysis of homogeneity of variance was performed to find out

whether the variances of the pretest and posttest experimental class’ scores are

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was used in SPSS statistics 17.0 for widows. If the probability is more than level

of significance (0.05), variance of the experimental was homogenous.

3.4.1.3 The Independent T-test

The analysis of independent t-test was performed to find out the means of

experimental class’ pretest and posttest score whether there was significant

difference or not. Independent sample test formula was be used in SPSS statistics

17.0 for windows. If the Asymp. sig. was more than the level of significance

(0.05), it means both scores were significantly different (Kranzler and Moursund,

1999). If both scores significantly different, it means the computer-based cooking

game entitled Cooking Academy 2 World Cuisines can be used in classroom to

improve students’ speaking ability.

3.4.1.4 Analyzing Data on Structured Questionnaires

The data gained from structure questionnaires were analyzed and

described by using qualitative approach. The data were experimental students’

response to the use of computer game entitled Cooking Academy 2 World Cuisine

in learning speaking. The formula of percentage used to analyze the questionnaire.

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P = F

x 100% N

Notes:

P : Percentage of response

F : Frequency of answer

N : number of students

3.5 Concluding Remarks

The aims of the present study run as guidance to determine the research

subjects and sample size, the data collection, and data analysis.

This study used One-group Pretest-Posttest Design. It involved twenty five

participants from one of SMA Pariwisata in Bandung. Specifically, they were

enrolled in first grade or X-grade in senior high school.

The following chapter discusses explanation of data analysis and findings,

which describes the analysis of the collected data from Pretest and Posttest and

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CHAPTER V

CONCLUSIONS AND RECOMMENDATIONS

This Chapter covers into two parts: conclusion and recommendation. The

first part provides some conclusions which are interpreted based on the result of

the study. Then, the second part provides some recommendations for further

study.

5.1 Conclusions

Generally, the purposes of the study are to find out the effectiveness of

computer game entitled Cooking Academy 2 World Cuisine in speaking activities

and to reveal the students’ responses toward the computer game in speaking

activities. In this study, independent t-test is used to compute the students’

speaking score. The result of computation on post-test shows that the

improvement of experimental class in speaking of procedural text significantly

improves after conducting the treatment. However, the experimental class’

speaking score is higher than tcrit (43.863 > 2.064). Thus, there is a significant

influence in using computer game entitled Cooking Academy 2 World Cuisine as

speaking activities in teaching speaking.

Furthermore, the result of questionnaires show that the use of computer

game entitled Cooking Academy 2 World Cuisine makes the students interested in

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that most students find this computer cooking game helped them to motivate,

encourage and boost their confidence in speaking of procedural text.

On the other hand, considering the result of the students’ responses in the

questionnaire there are few students who stated that they were uneasy and

uncertain with this cooking game in speaking activities. These statements are

about the students’ different opinion and enthusiasm about this computer cooking

game. It is very important that the students will not be encouraged and motivated

to learn if the activities are not interesting or not in their league. Hence, it is

highly recommended that the teacher should encourage the students with the

appropriate media in order to boost their achievement in speaking.

5.2 Recommendations

Considering the analysis of findings and discussion, this computer

cooking game entitled Cooking Academy 2 World Cuisine is one of alternatives

which has a great influence in speaking activities. However, the weaknesses still

appear in applying this activity. For that reason, there are some recommendations

for further study in the field of using computer game in teaching and learning

English, especially in teaching speaking. The recommendations are expected to be

taken as a consideration by the English teacher and the researchers who are

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Focusing on speaking aspects that assessed in this study are only

Fluency, Pronunciation, and Discourse Management. Other researchers could use

another aspect to cover the students’ assessment.

Meanwhile, the selection of computer-based game is needed before

applying this activity. Thus, the students’ different opinion and enthusiasm could

be reduced. The appropriateness in selecting computer-based game could be the

most consideration in order to engage, encourage and motivate the students in

learning speaking.

However, this study also suggests that further studies on using

computer-based game in speaking activities should be conducted with more allocated time.

For further studies, it is highly recommended that further researcher should also

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Table 3.1 Speaking scoring Paper
Table 3.2 Research Schedule

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This is to certify that I myself write this thesis entitled “IMPROVING THE STUDENTS’ ENGLISH SPEAKING ABILITY USING STORYTELLING (A Classroom Action Research in the

Therefore, in this study it attempted to answer follows: Does storytelling technique give significant effect toward students speaking ability and what components of speaking skill that

IMPROVING STUDENTS’ SPEAKING ABILITY THROUGH COMMUNITY INTERACTION ACTIVITIES A Classroom Action Research at the Second Year Students of SMA Muhammadiyah lempangan.Gowa.. A THESIS