• Tidak ada hasil yang ditemukan

CHAPTER IV FINDING AND DISCUSSION

B. Discussion

4. Hypothesis testing

In order to see whether or not, there was a significant difference between the result of the pre-test and post-test was been applied, the t-test analysis from students’ score in vocabulary test was conducted. The result of t-test can be seen in .after calculating of t-test value, then it was compared with the value of t-table with the level of significance (p) =0,05 with the degree of freedom (DF)=22 because the sample was 23 students (N-1=22). The value of t-test was that t-table value.

The table 4.5 T-test the students’ vocabulary

Component T-test value T-table value

Noun and verb 9,29 2.074

The table 4.4 shows that t-test value was higher than t-table value (9,29 > 2.074). It means that there were significant difference between of students’ vocabulary before and after use Simon Says Game to the students’ vocabulary of the first grade of SMP Muhammadiyah 12 Makassar. It can concluded that the null hypothesis (H0) was rejected and alternative hypothesis (H1) was accepted. In other words, the use of Simon Says Game can improve students’ vocabulary.

Based on the table 4.1 shows that in pre-test there is no students got score excellent. It means that the students’ vocabulary at the first grade of SMP Muhammadiyah 12 Makassar was low.

While in post-test there were 9 students (39,13%) classified into excellent.

It means that after being given treatment the students’ vocabulary improved.

Besides that, the mean score of students’ post- test (85,39) was higher than the students’ pre-test (61,95). Thus, alternative hypothesis (H1) there is significant different between the result of pre-test and post-test is accepted while the Null hypothesis (H0) is rejected. It can be concluded that by using Simon Says Game students’ vocabulary could be improved.

This research was conducted in September 16 until 12rd 2019. This research consisted of 8 meetings. 1 meeting for pre-test, 6 meetings for treatment and 1 meeting for post-test. The researcher described one by one the meeting as follow.

a) The description of the first meeting

In the first meeting on September 16th 2019, the researcher gave pre-test. Before the researcher gave pre-test, the researcher greeted the students and asked the students to pray together. After pray together the researcher checked the students attendant list, the researcher introduced herself to the students and asked the students about the main activity of the researcher. After that, the researcher gave pre-test and gave the students 80 minutes to answer the question. After the students have done the test and

collected it, the researcher asked the students about material for the next time and closed the meeting by reciting Hamdalah together.

b) The description of the second meeting

The second meeting was treatment, conducted on September 21th, 2019. In this meeting the researcher greeted and asked the students to take pray together, checked students attendance. After that, the researcher gave material about noun consisted of the names of animals. The researcher asked the students what is animal. The researcher discussed with the students about what they have learned at the second meeting. In this meeting the researcher asked the students to mention the vocabularies that have memorized before were related to the theme in this meeting. The researcher gave example of vocabulary the consisted of picture related to the names of animal. The researcher teach to the students how to pronounce the vocabulary that has been given. After that, the researcher asked the students about Simon Says Game. The students never listened that game. So, the researcher introduced Simon Says Game to the students.

After introduced about this game the researcher gave opportunities for the students to find their partner mates and gave the students 15 minutes to memorized the names of animals that has been given with their partner.

After that, the researcher invited the student with her partner come in front of the class and the researcher applied Simon Says Game. When one student makes a mistake in playing the game, the students was gave punishment. The punishment was students must memorized 5 vocabularies

that have been given with the meaning. Before closed the meeting the students work on assignments about the material that has been given by researcher. In the end of the meeting, the researcher and the students closed the meeting by reciting Hamdalah.

In this meeting the researcher found a problem in applied this game.

The students were difficult to be called to come in front of the class. So, the researcher visited them to come in front of the class.

c) The description of the third meeting

The third meeting was treatment, on September 23th 2019. In this meeting the researcher gave the same game to the students and the activity this meeting same to the activity in the second meeting. But the difference was the materials. This meeting the researcher gave the students the materials about the names of the object in the school and house environment and asked the students about previous material before the researcher gave a new material. This meeting the students were not difficult to called in front of the class. They looked began to enjoy in teaching and learning process.

d) The description of the fourth meeting

The fourth meeting on September 28th 2019 was treatment. In this meeting the students were more active in learning process. They began competing to come in front of the class. The activity in this meeting same to the activity in the second meeting and third meeting. But the material this meeting was about the name of buildings.

e) Description of the fifth meeting

The fifth meeting on September 30th 2019 was treatment. Before studying, the researcher greeted the students, asked the students to take pray together, checked the student attendant and asked students about previous materials. After that the researcher gave the students the material about verb and gave the students the same game. But in this meeting the researcher didn’t gave some pictures to applied the game like previous meeting. But they just directly demonstrated. For example when the researcher stated “ Simon Says jump” the students jump.

Before applied this game the researcher gave vocabulary to the students about verb 1. The researcher write example of verb 1 in the whiteboard and ask the students to write in their book. After their write the researcher tech how to pronounce and the researcher explained how to demonstrated in each verb that has been given. After students understood the researcher applied this game .The students were looked happy and enjoyed. Before the researcher closed the meeting the researcher asked the student one by one about the material. After that the researcher closed by reciting Hamdalah

f) Description of the sixth and the seventh meeting

The six and the seven meeting was treatment. The six meeting on the October 5th 2019 and the seventh meeting on October 7th 2019. In this meeting the researcher gave the same game to the students and the activity

this meeting same to the activity in the fifth meeting. The students more enjoyed and active.

g) Description of the eighth meeting

In the eighth meeting on October 12th 2019, the researcher gave pot- test. Before the researcher gave pot-test, the researcher greeted the students and asked the students to pray together. After pray together the researcher checked the student attendant list. After that, the researcher explained the role of answered post-test. The researcher gave post-test and gave the students 80 minutes to answer the question. After the students have done the test and collected it, the researcher asked the students that this meeting was the last meeting and the researcher closed of the meeting by reciting Hamdalah.

CHAPTER V

CONCLUSION AND SUGGESTION

This chapter consists of two parts. The first part was conclusion and the second part was suggestion.

A. Conclusions

Based on the result of data analysis, the researcher found that applying Simon Says Game at the first grade of SMP Muhammadiyah 12 Makasaar, could be improve students’ vocabulary mastery. The achievements of students on vocabulary taught by using Simon Says Game in pre-test there were 7 students ( 30,43%) classified into good, 4 students ( 17,39%) classified fairly good, 3 students ( 13,04%) classified into fairly, 8 students (34,78%) classified into poor and 1 student (4,34%) classified into very poor.

While in post-test there were 9 students (39,13%) classified into excellent, 6 students (26,08%) classified into very good, 1 student (4,34%) classified into good, 2 students (8,69%) classified into fairly good, 4 students (17,39%) classified into fairy, and 1 student (4,34%) classified into poor.

Based on the result above, it can be concluded that the rate percentage in post-test was greater than the rate in pre-test.

B. Suggestion 36

Based on the conclusion above the researcher puts forward some suggestion as follow:

1. The English Teachers are suggested to apply Simon Says Game in teaching and learning process especially in teaching vocabulary.

2. The teachers are suggested to be more creative in teaching English especially in teaching vocabulary.

3. The teachers should be more creative in choosing games that will be used in teaching.

BIBLIOGRAPHY

Ababneh, S. 2013. Strategies Used by Jerdanian University students’ in Dealing with New Vocabulary in English. Journal of Education and Practice.Vol 4.No 4

Alqahtani, M. 2015. The Importance of Vocabulary in Language Learning And to be Taught. International Journal of Teaching and Education. Vol 3. No 3.

Dalimunte, M., Salmiah, M., & Muhsin, A. 2018. The Implementation of Simon Says Game To Improve Students’ Vocabulary Mastery In Learning English AT MTS. Laboratorium UIN-SU Medan. Journal of Language, Literature & education. Vol.14, No. 14.

Fauziah, A., Apriliaswati, R, Susilawati, E. 2018. The Use of Boggle Game To Improve Students Vocabulary In Writing Descriptive Text. Jurnal Pendidikan dan Pembelajaran. Vol 7. No 1

Gay, L.R, G.E. Mills, G.E.,&Airasian, P.W. 2012. Educational Research Competence for Analysis and Application. USA: Pearson

Hardianti, I. 2018. The Effectiveness of Using Hyponymy Game in Teaching Vocabulary (Quasi-Experimental Stusy at the First Grade of SMP Somba Opu). Muhammadiyah University of Makassar. Thesis

Hatach, E & Brown, C. 1995. Vocabulary, Semantics, and Language Education.

Cambridge: Cambridge University Press.

Holmes, D. 2003. Speaking Activities for the Classroom. Bangkok

Jurasni. 2019. The Use of Hangman Game To Increase Students’ Vocabulary.

Muhammadiyah University Of Makassar. Thesis.

Lundquist, L. 2008. Learning Spoken English. Public Domain

Lutfiatun, I .2017.The Use of Word Clap Game and Realia to Improve Students’

Vocabulary Mastery Through Word Clap Game. Hidayatullah State Islamic University Jakarta. Thesis

Musliana. 2015. The Use of Mnemonic Device To Improve Students’ Vocabulary Mastery At The Second Grade of SMP NEG 2 Binamu Kab. Jeneponto.

Muhammadiyah University Of Makassar. Thesis.

38

Nugroho, W & Suprapto. 2017. The Effectiveness of Picture Crossword Puzzle Game in Teaching Vocabulary. Journal of English Language Teaching.

Vol. 6. No. 2.

Pravijanti, D. 2015. Increasing The Students’ Spelling In Vocabulary Through Dictation Technique. Muhammadiyah University Of Makassar. Thesis.

Purnama, E., Sutapa, G.Y., & Susilawati, E. 2017. Improving Students’

Vocabulary Mastery By Using Mime Game In SMPN 3 Sungai Raya.

Jurnal Pendidikan dan pembelajaran. Vol 6, No 8.

Puspita, W. 2018. Improving Students’ Participant In Listening Comprehension Class Using Simon Says Game. Jurnal pendidikan dan Pembelajaran. Vol 7. No 4.

Riskawati. 2018. Improving The Students’ Speaking Ability Through Time Token Arends at the Eleventh Grade Of SMAN 18 Gowa. Muhammadiyah University Of Makassar. Thesis.

Risnawati. 2019. The Use of Tic Tac Toe Game To Improve Students’

Vocabulary. Muhammadiyah University Of Makassar. Thesis.

Sabaena. 2014.Using Bookworm Game On Teaching Vocabulary Of The First Grade Students Of SMP IT Wahdah Islamiyah Makassar. Muhammadiyah University of Makassar. Thesis.

Thornbury, S. 2002. How To Teach Vocabulary. England: Pearson Education Limited.

Wright, A., Betteridge, D., & Buckby, M. .2006. Games for Language Learning.

Camridge: Camridge University Press.

Wardani, S.I. 2015. Impoving Students’ Vocabulary Mastery Using Word Mapping Strategy. Jurnal Bahasa Dan Sastra. Vol.9 No. 1

Yanuri. 2015. The Use of Blinfold Game To Improve The Vocabulary Mastery of The Fifth Grade Students AT SDN Tertek Tulungangung. Jurnal Ilmiah Ilmu Sosial. Vol 11. No.19

Yolageldili, G & Arda, A.2011. Effectiveness of Using Games in Teaching Grammar to Young Learners. Elementary Education Online. Vol. 10. No. 1

APPENDIX A

RENCANA PELAKSANAAN PEMBELAJARN (RPP)

Sekolah : SMP Muhammadiyah 12 Makassar Mata Pelajaran : Bahasa inggris

Kelas/ Semester : VII

Materi Pokok : This is my world Alokasi Waktu : 12X45 Menit A. KOMPETENSI INTI

KI1 : Menghargai dan menghayati ajaran agama yang dianutnya

KI2 : Menghargai dan menghayati perilaku jujur, disiplin, santun, percaya diri, peduli, dan bertanggung jawab dalam berinteraksi secara efektif sesuai dengan perkembangan anak di lingkungan, keluarga, sekolah, masyarakat dan lingkungan alam sekitar, bangsa, negara, dan kawasan regional.

KI3 : Memahami dan menerapkan pengetahuan faktual, konseptual, prosedural, dan metakognitif pada tingkat teknis dan spesifik sederhana berdasarkan rasa ingin tahunya tentang ilmu pengetahuan, teknologi, seni, budaya dengan wawasan kemanusiaan, kebangsaan, dan kenegaraan terkait fenomena dan kejadian tampak mata.

KI4 : Menunjukkan keterampilan menalar, mengolah, dan menyaji secara kreatif, produktif, kritis, mandiri, kolaboratif, dan komunikatif, dalam ranah konkret dan ranah abstrak sesuai dengan yang dipelajari di sekolah dan sumber lain yang sama dalam sudut pandang/ teori.

B. KOMPETENSI DASAR

3.5. Memahami fungsi sosial, struktur teks, dan unsur kebahasaan pada teks untuk menyatakan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik yang dekat dengan kehidupan siswa sehari-hari..

4.6. Menyusun teks lisan dan tulis untuk menyatakan dan menanyakan nama binatang, benda, dan bangunan publik yang dekat dengan kehidupan siswa sehari-hari, dengan memperhatikan fungsi sosial, struktur teks, dan unsur kebahasaan yang benar dan sesuai konteks.

C. TUJUAN PEMBELAJARAN

Setelah mengikuti serangkaian kegiatan pembelajaran, peserta didik mampu mengidentifikasi antara kata benda dengan kata kerja.

D. MATERI PEMBELAJARAN 1. Fungsi sosial

Mengenalkan, mengidentifikasi benda, binatang, bangunan umum.

2. Struktur teks ungkapan hafalan 3. Unsur kebahasaan

 Nama binatang di lingkungan rumah dan sekolah siswa: hen, chicks, house lizard, dragon fly, cockroaches, mosquitoes, dll.

 Nama benda di lingkungan rumah dan sekolah: table, pillow, toy, mug, book shelf, pen, bag, dll.

 Nama bangunan umum: the post office, the bank, the hospital, dll.

 Kata kerja yang menunjuk tindakan yang sangat lazim dan terkait dalam simple present tense: jump, go, play,get, take, dan

sebagainya.

Topik:

Benda, binatang, bangunan umum yang terdapat di lingkungan siswa, dengan memberikan keteladanan tentang perilaku jujur, disiplin, percaya diri, bertanggung jawab, dan kerja sama.

E. METODE PEMBELAJARAN Metode : Simon Says Game

F. MEDIA, ALAT/BAHAN, & SUMBER PEMBELAJARAN 1. Media:

 Worksheet atau lembar kerja (siswa)

 Lembar penilaian

 Gambar-gambar yang relevan 2. Alat/Bahan

 Spidol

 Papan tulis

 Penghapus 3. Sumber Pmebelajaran

 Internet

 Buku Penunjang Kurikulum 2013 Mata Pelajaran Bahasa Inggris When English Rings The Bell, Kelas VII, Kemendikbud, Revisi Tahun 2016

G. LANGKAH-LANGKAH PEMBELAJARAN 1. Pertemuan Pertama

Kegiatan Pembelajaran

Langkah-langkah Alokasi

Waktu Pendauluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi sebelumnya

 Menyampaikan tujuan pembelajaran

15 Menit

Inti  Penulis memberikan materi dengan memprkenalkan kepada peserta didik tentang nama-nama binatang.

 Penulis memperkenalkan sebuah game kepada peserta didik yaitu Simon Says Game

 Penulis menjelaskan cara memainkan Simon Says Game di kelas.

 Penulis membagikan gambar setiap siswa tentang nama-nama binatang yang telah dijelaskan oleh penulis

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu siswa mengingat nama- nama binatang yang telah diberikan.

60 Menit

Penutup

 Penulis memberikan pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Penulis menanyakan kesulitan dalam pembelajaran

 Penulis menjawab pertanyaan siswa dan memberikan sedikit motivasi

15 Menit

2. Pertemuan kedua Kegiatan Pembelajaran

Langkah-Langkah Aloksi Waktu

Pendahuluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi

sebelumnya

 Menyampaikan materi yang akan di pejari

15 Menit

Inti  penulis memberikan materi dengan memprkenalkan kepada peserta didik tentang nama bangunan umum

 Penulis membagikan gambar setiap siswa tentang nama bangunan telah dijelaskan oleh penulis

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu siswa mengingat nama bangunan yang telah

60 Menit

diberikan.

Penutup  Penulis memberikan

pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Penulis menanyakan

kesulitan dalam

pembelajaran

 Penulis menjawab

pertanyaan siswa dan memberikan sedikit motivasi

15 Menit

3. Pertemuan Ketiga Kegiatan Pembelajaran

Langkah-langkah Alokasi

Waktu Pendauluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi sebelumnya

 Menyampaikan materi yang akan di pejari

15 Menit

Inti  Penulis memberikan materi

dengan memprkenalkan kepada peserta didik tentang nama benda di lingkungan rumah dan sekolah

 Penulis membagikan gambar setiap siswa tentang nama-nama

60 Menit

benda dilingkungan rumah dan sekolah yang telah dijelaskan oleh penulis

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu siswa mengingat nama benda di lingkungan rumah dan sekolah yang telah diberikan.

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu peserta didik untuk mengingat nam benda di lingkungan rumah dan sekolah telah diberikan.

Penutup  Penulis memberikan pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Penulis menyanyakan kesulitan dalam pembelajaran

 Penulis menjawab pertanyaan siswa dan memberikan sedikit motivasi

15 Menit

4. Pertemuan keempat Kegiatan

Pembelajaran

Langkah-langkah Alokasi Waktu

Pendauluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi

sebelumnya

 Menyampaikan materi yang akan di pejari

15 Menit

Inti  Penulis memberikan

materi dengan

memprkenalkan kepada peserta didik tentang kata kerja (verb)

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu peserta didik untuk mengingat kata kerja yang telah diberikan.

60 Menit

Penutup  Penulis memberikan

pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Menutup pembelajaran sekaligus membuat kesimpulan.

15 Menit

5. pertemuan kelima

Kegiatan Langkah-langkah Alokasi Waktu

Pembelajaran

Pendauluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi sebelumnya

 Menyampaikan materi yang akan di pejari

15 Menit

Inti  Penulis memberikan materi

dengan memprkenalkan kepada peserta didik tentang kata kerja (verb) yang belum diberikan pada pertemuan sebelumnya.

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu siswa mengingat kata kerja yang telah diberikan

60 Menit

Penutup  Penulis memberikan pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Menutup pembelajaran sekaligus membuat kesimpulan.

15 menit

6. Pertemuan keenam Kegiatan Pembelajaran

Langkah-langkah Alokasi Waktu

Pendauluan  Tegur sapa

 Mengcek kehadiran siswa

 Meriview materi

sebelumnya

 Menyampaikan materi

15 Menit

yang akan di pejari

Inti  Penulis memberikan

materi dengan

memprkenalkan kepada peserta didik tentang kata kerja (verb)

 Penulis menggunakan Simon Says Game di dalam kelas guna untuk membantu peserta didik untuk mengingat kata kerja yang telah diberikan.

60 Menit

Penutup  Penulis memberikan

pertanyaan kepada peserta didik tentang materi yang telah diberikan.

 Menutup pembelajaran sekaligus membuat kesimpulan.

16 Menit

H. PENILAIAN

Excellent 96-100

Very good 86-95

Good 76-85

Fairly good 66-75

Fairly 56-65

Poor 36-55

Very poor 0-35

Skor siswa = jumlah jawaban yang benar X 100 Jumlah soal

Makassar, Mei 2019 Mahasiswa

Fatmawati

10535650615

APPENDIX B

INSTRUMENT OF THE RESEARCH PRE-TEST

Name : Class :

A. Choose the correct meaning of the underline word below by crossing a, b, c ,or d !

1. I bring five books from the library.

a. Membawa c. Memberi

b. Mengambil d. Menerima

2. The students listen to the teachers’ explanation.

a. Menjawab c.Menjelaskan b. Mendengarkan d.Bertanya 3. I write the latter for my friend.

a. Membaca c. Menulis b. Mendengarkan d.Memilih

4. The students answer the teachers’ question.

a. Menjawab c. Mendegarkan b. Membantu d. Melihat 5. Please open the door.

a. Buka c. Membersihkan

b. Tutup d. Mengotori

6. I wash my shoes every day.

a. Mencuci c. Memperbaiki b. Membersihkan d. Merusaki 7. I teach my students about English.

a. Belajar c. Mengerjakan b. Mengajar d. Menjelaskan

8. I never swim because I can’t swim.

a. Berlari c.Melompat b. Berjalan d. Berenang 9. My friends study about English.

a. Belajar c. Menulis

b. Mengajar d.Membaca

10. I read one book every month.

a. Menulis c. Belajar b. Membaca d. Mengajar 11. This is my elephant.

a. Gajah c.Kucing

b. Kambing d.Kelinci

12. The goat always eats in front of my house.

a. Monyet c.Kambing

b. Kelinci d. Kelelawar 13. The umbrella is under the table.

a. Payung c.Jilbab

b. Topi d.Helm

14. The horse is usually here.

a. Kambing c. Kerbau

b. Sapi d. Kuda

15. The rabbit always eats in front of my house.

a. kelinci c. Jerapa

b. Kucing d.Monyet

16. It is my tiger.

a. Harimau c.Tikus

b. Ular d. Babi

17. We need money.

a. Monyet c. Buku

b. Uang d.Kertas

Dokumen terkait