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CHAPTER IV RESEARCH FINDINGS AND DISCUSSIONS

B. Findings

In this chapter, researchers explained about the increase in the mastery of

"vocabulary by using the game guessing method in the eight class MTs.

Miftahul Ulum Rambipuji Jember and also explained about the improvement of action research, data interviews, and reflection of the object and data presentation.

1. Research Findings in the Preliminary study

From the teacher's interview on Monday, March 6th, 2023 The teachers’

said that when he taught the material the teacher focused only on the material explained but that it forgot to memorize or about the vocabulary and also the teacher focused only on hearing, writing, reading and speaking.

So, 1. The teachers still difficult to implement the thematic learning model on the lower class processing. 2. The teachers lack of understanding of the implementation of learning model 3. The selection of learning methods is less varied. 4. The media or learning methods are less utilized optimally.

So the teacher explains the material does not use a technique or method such as guessing the game in the teaching and learning process. From that activity, researchers get information from the list of scores given by the

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teacher to researchers, students "get a bad or low value in vocabulary activities so that the troubled issue of students:

a) Most students" have difficulty to know the meaning of the word.

b) Students "are also difficult to achieve vocabulary using dictionary.

c) Students" have low motivation in learning English.

d) Students "Consume a fun method of learning making a nice atmosphere.

From the activity, researchers get information from the list of scores given by the teacher to researchers, students "get a bad or low value in vocabulary activities so that the troubled issue of students: a). Most students" have difficulty to know the meaning of the word. b). Students

"are also difficult to achieve vocabulary using dictionary. c). Students"

have low motivation in learning English. d). Students "Consume a fun method of learning making a nice atmosphere.

Moreover, best on the initial test, researchers obtained the data of student mastery score which indicate, only 6 or 23% of students that achieve the minimum magister criteria (KKM 75). For detailed information, See Appendix 9:

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The researcher calculated the data by using with the formula below:38 a. Mean of the Students’ Score

X = ∑xnn X = 965

18

X = 53

The description of the formula:

X : Mean

∑Xn : Individual

Score : Number of Students’

b. Percentage of completeness of vocabulary test P = NFx 100%

P = 6

18x 100%

P = 23%

The description of the formula:

P : Total class percentage F : Total percentage score N : Number of students‟

Based on the study of preliminary studies conducted on Friday on March 3rd, 2023, the Study Student of the 53, it could be concluded that

38Anas Sudjono, Pengantar Statistik Pendidikan, (Jakarta: PT. Raja Grafindo Persada, 2008), 43

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many factors affecting students' learning could be differentiated into three kinds: 1). Internal factors (factors from students), namely physical conditions and spiritual students, 2). External factors (factors from outside students), ie the conditions of the environment around the students, 3).Learning Approach, researchers identify and find problems in the field as follows: a). Lack of student confidence in the learning process in the classroom. b). Limitations of time to learn. c).The difficulty of memorizing English vocabulary. d).

Difficulty in the pronunciation. e). It's difficult to translate or transcribe a word and sentence f).fear of learning grammar. g).Doesn't have anyone to practice. h). And also the methods used by the less effective teacher so that the students are fast Bored and lazy to learn.

After learning about the various factors and problems of the eighth grade MTs. Miftahul Ulum Rambipuji Jember in the learning process especially English vocabulary, a researcher has a way or method (guessing game) as a tool to improve English vocabulary to be easier and effective and can make classes more active.

2. Research Findings in the Cycle 1

1. Planning is the first step to take in the class action research (CAR). On Saturday, March 6th, 2023, researchers with English teachers discussed teaching and learning activities by using vocabulary. Then researchers prepared lesson plans, the researchers gave material, based on material

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that will be taught in second semester. In this case the research uses the guessing game method to improve the students vocabulary, researchers have plan that 4 meetings. So researchers prepare a teaching method, and the assessment procedure.

2. Implementing Researchers conducted his class action research on Monday, March 13th, 2023 at 10.30 to 11.40. Then, on Wednesday March 15th, 2023 at 10.30 to 11.40. In Monday on march 20th, 2023 tap at the same hour at 10.30-11.40. And the last day on Wednesday on March 23th, 2023 was the vocabulary mastery test at 10.30-11.40.

1. The first meeting on Monday, March 13th, 2023 at 10.30 until 11.40. the researchers started the meeting by praying, greeting the students ", examining the presence of presence and asking students' circumstances. After that, the researcher gave material about (noun) in English. Before discussing the material to be discussed the researcher who asks what it is (noun) in English, there is a problem and still many students who do not know what it is (noun). Secondly, the researchers explained his definition, as well as the function of the noun. After that, the researchers told me about many vocabulary in English to be launched with the game.

the next. At the end of the meeting, the researchers asked back the material already studied and provided additional information about

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the noun itself. During the learning process teaches the process, the collaborators observes all activities and students "respond in class.

2. The second meeting on Wednesday, March 13th, 2023 at 10.30 until 11.40. The researcher greeted and checked the students‟

attendance. the researchers reviewed the function of noun and the types of noun in English so that students could better understand so that the students are more familiar about what the noun function as well as examples, therefore, by studying about this discussion more to the maximum, it is expected to make it easier to students in understanding what is the name of Noun. And at the end of the meeting for the back of the material already in the study. And researchers also provide a language vocabulary to learn at the next meeting of Guessing Game to be played at the next meeting.

3. The third meeting on Monday, March 20th, 2023 at 10.30-11.40.

The researcher greeted and examined the "presence" of the students; the student reviewed the previous lessons by asking a few questions. The researcher asks the students "about the noun ", and the researchers apply (guessing games), before playing researchers gave a first example of (guessing game). After that, researchers made groups, each group contained 4 people randomly and then provided multiple mini paper containing English

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vocabulary which would then be guessed by other groups. Then each group is given 10 minutes to prepare the vocabulary that will be guessed by another group. After that the teacher gives a day-to- day play opportunity to each group. And researchers guide all students to be active in the game and also so that students are more confident in applying in everyday life.

At the end of the meeting, researchers provide feedback to the students "about the benefit of this game, the researcher also gave motivation and information about in the next meeting that is the material exam that has been studied especially English vocabulary.

Then, the researcher closes learning by praying together.

4. The last meetings on Wednesday on March 23th, 2023 Was the Vocabulary Mastery Test at 10.30-11.40. First the researcher greeted and check the students attendant list first and also researchers provide direction, so that the students do with concentration to get maximum value. Then the study gave English for exam paper to work, the concerns about 20 questions in this case it includes many vocabulary in English, First, five questions about animal, Second, five questions about fruit, Third, five questions about tools in the class, Four, five human body organs.

48 3. Observing

In the observation stage, researchers collect data on the implementation guessing game methods in improving student vocabulary by providing vocabulary tests to students, this research test is individual. In this meeting all the students are given a word "Noun"

"attended the class. The test of the vocabulary mastery that found a word consisting of verb, nouns, and adjectives and also, later students give a clue of the word. In a test, researchers and collaborators also observe students "situations in class, students" pay attention or do not teach the teaching and learning, the students "are enthusiastic, the students are confident by asking questions and answering. The data is described as follows:

49 Table 4.1

The Result of Observation for Students’ Participation

NO Indicators Criteria

NS FS SS MS AS NOTE

1 Students have sufficient time in the learning vocab

√ Most of students’ are very enough in learning vocabulary 2 Students looks happy went

playing the game

√ Most of students’ very happy when playing the game

3 Students can learn more quickly and remember the word better

√ Most of

students’ faster in

remembering word when learning

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process 4 Students develop their ability

to think clearly and imagine when playing the game

√ Some of

students’ Think more clearly in improving vocabulary when playing the game 5 Students can deliver question

and answer the question correctly

√ Most of students’ are more confident when asking and answering other student questions

Note : NS (None of The Students), FS (Few of The Students), SS (Some of The Students), MS (Most of The Students), and AS (All of The Students)

From the above explanation that the results of observation for students, most of students have enough time in learning vocabulary, students looks happy play

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games, faster when remembering the words, students also develop their ability to think clearly, So, it can be concluded that students’ have increased when this game method is applied and also the students’ score are better than before.

Note :

NO Indicators Criteria

1 Very poor 0%-20%

2 Poor 20%-40%

3 Fair 40%-60%

4 Good 60%-80%

5 Very Good 80%-100%

The score of the observation as follow : P = 𝑁𝑆 x 100%

P = 14

18

P = 78%

From the result of the data observations, the score above is explained that most of students are 14 x 100% and than shared with many students are 18, so that the result is 78%, this formulation is used to decide the result of data analysis, from the total result of this observation there are five indicators or criteria of score : 1). Very poor 0%-20%, 2). Poor 20%-40%, 3). Fair 40%-60%, 4). Good 60%-80%, 5). Very good 80%-100%, So it can be conclude that the student scorer criteria are good.

52 4. Reflecting

In this case, researchers evaluate students in vocabulary mastery during the teaching process by using game guessing method. The researcher evaluated him by looking at a data that has been collected in this study. Researchers use students’ observation management of the first meeting to the vocabulary test. Based on the results of the first meeting, the students "are interested in and enjoy the learning process by using guessing games. The students" can understand material well so they can understand about the meaning and purpose of game guessing method to increase vocabulary. After the material is described sometimes the researcher gives random test in the material.

But in the first meeting some students still have problems in vocabulary. Some students are still fear and lack of confidence when asked by a researcher.

Furthermore, the researcher also examined the results of the second meeting. Whether the student's response in the class is good from the previous meeting. So in the second meeting and three researchers asked the students to form several groups in 1 group consisting of 4 people to discuss a vocabulary that had been given because group work activities provide many benefits, one of them exchange thoughts though in this class is pretty basal during the

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learning process. In this case they are very active and enthusiastic in its group. The students also follow teacher instruction.

At the last meeting of the study gives a test / exam on the material that has been described consisting of (multiple choice) There are four kinds questions is about First, Five questions about Animal, Second, Five questions about Fruit, Third, Five questions about Tools in the Class, and the Last, Five questions about Human Body Organs. After analyzing the observation results on the cycle, researchers and collaborators analyze the observation. It is identified that the criteria of success. First, students are very active in class, enthusiastic students, understanding materials, and students are already able to mention English vocabulary and apply the vocabulary. So the other success criteria is the student has been able to collect or memorize English vocabulary compared to their vocabulary Mastery score in preliminary studies. For detailed information of studies’ vocabulary mastery See Appendix 11:

54 a. Mean Score of the students

X = ∑xn

n

X = 1,33518 X = 74

The description of the formula:

X : Mean

∑Xn : Individual Score Score : Number of Students’

b. Percentage of completeness of vocabulary test P = NFx 100%

P = 1418x 100%

P = 78%

The description of the formula:

P : Total class percentage F : Total percentage score N : Number of students‟

There was an increase of 23% in the early study to 78% of students "which reached the vocabulary mastery. Based on the above points, the researchers consider that the implementation of guessing games to improve the mastery of the vocabulary succeed. Therefore, this study ends in just one cycle.

55 Table 4.2

The Score of pre Cycle and Cycle 1

Score Explanation Preliminary Test Test

Sum of the score 965 1,335

The number of students’ 18 18

Students’ mean score 53 74

Mean score improvement 23% 78%

From the table explanation above it is explained that from the 18 students have got a better progress that the preliminary tests, it can be seen that the preliminary tests mean score only 53 or 23% of 18 students, but in the post test score, the score of the students is better or increase in mean score 74 or 78% of 18 students, So, it can be concluded that the guessing game method is greatly affecting in improving the students vocabulary mastery.

56 Figur 4.1

Note : Blue (The Score of Pre - Test) Red (The Score Of Post - Test)

When we looking at all the score data at MTs Miftahul Ulum Rambipuji, the previous score of students’ was still low score in the vocabulary, when the researchers was given time to do pre-test the students are still confused when answering the questions, So, the researchers have a unique method to study it is

“Guessing Game” and after the researchers used this method the students’ enjoy in the class and also the students’ more than understanding in the English vocabulary, finally, in the post test score data the students’ getting the good score.

75

40 30

65

40

30 30

75 75

40 30

75 80

40

55 60 75

50 80 75

60

80 75

60 60

75 80 70

60 75

90 85

80 75 80 75

0 10 20 30 40 50 60 70 80 90 100

ARR AR ER KT AQ

LD MIA MIS MSR MIA MZ NS NPR RD SMA UA WJ ANN SSR

The Overall Score Chart of Studies' Vocabulary Test.

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