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THE EFFECT OF HANGMAN GAME ON STUDENTS’ VOCABULARY AT SMPN 19 MAKASSAR

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Dengan ini saya menyatakan bahwa skripsi dengan judul “The Effect of Hangman Game on Students’ Vocabulary at SMPN 19 Makassar”. Penulisan skripsi ini bertujuan untuk mengetahui pengaruh hangman game dalam penguasaan kosakata bahasa Inggris siswa SMPN 19 Makassar. Hasil penelitian menunjukan bahwa dengan menggunakan metode Hangman Game dalam proses belajar mengajar bahasa Inggris dapat meningkatkan kosakata siswa pada SMPN 19 Makassar yang artinya bahwa dengan menggunakan Hangman Game dapat membawa dampak positif yang sangat baik.

Dengan demikian penerapan Hangman Game dalam penelitian ini dapat dikatakan cukup berhasil karena dapat meningkatkan kosakata siswa yang semula masih rendah menjadi baik. This research aims to determine the effect of hangman game on students’ vocabulary at SMPN 19 Makassar. The results showed that by using Hangman Game in English language teaching and learning can improve students' vocabulary at SMPN 19 Makassar.

So that the application of the Hangman game can be quite successful as it can improve students' vocabulary initially still low to be good. The writer thanks also addressed to the headmaster of SMPN 19 Makassar who has given her valuable to do this research, thanks to teachers of SMPN 19 Makassar especially to Mrs.

INTRODUCTION

  • Background
  • Problem Statement
  • Objective of the Research
  • Signifiance of the Research
  • The Scope of the Research

Many people argue that describe the subject matter is very difficult because English is a foreign language inevitably be carried out under the demands of the curriculum in force in our country. But, by teaching vocabulary first, the students easily able to read, understand and memorize vocabulary more quickly because this is a very effective way. In addition, a better way and easier to teach English, especially vocabulary to students is by using hangman game, Because this game could be an alternative or variation in the methods of English teaching for teachers.

Based on the above statements, the writer takes the title is The Effect of Hangman Game on Students’ Vocabulary at SMPN 19 Makassar. The objective of the research is to find out whether or not the use of hangman game has effect on students’ vocabulary at SPMN 19 Makassar. It is hoped that the results of this research would give usefull information to both students and English teachers in improving and developing their method in learning vocabulary.

Scope of the research is delimited the use of hangman game on students’ vocabulary at SMPN 19 MAKASSAR. The kinds of vocabulary that presented in this research are active and passive vocabulary of nouns and verbs which related to the students’ lesson theme.

REVIEW OF RELATED LITERATURE

  • Previous of Related Research
  • Some Partinent Ideals
  • Theoretical Framework
  • Hypothesis

Based on the statements of some experts above can be concluded that the vocabulary is total number of words which made up a language, Vocabulary refers to all words in the whole language used in a particular variety and vocabulary is a list of word and sometimes phrases ussually arrange in alphabetical order and defined as a dictionary. For example, vocabulary of thinking, for communication, or for human relation in the class particularly, and generally in the society. Guess What I’m doing” can be used to teach recognition in the target language of activities such as taking a bath, go finishing, doing homework, and so forth.

Aydan Ersoz state in The Internet TESL Journal, Vol. VI, No. 6, June 2000 that 'Language learning is a hard task which can sometimes be frustrating. In the easy, relaxed atmosphere which is created by using games, students remember things faster and better Wierus. Further support comes from Zdybiewska (1994:6), who believes games to be a good way of practicing language, for they provide a model of what learners was used language for in real life in the future ' It means that Games encourage, entertain, teach, and promote fluency.

All authors referred to in this article agree that even if games resulted only in noise and entertained students, they were still worth paying attention to and implementing in the classroom since they motivate learners, promote communicative competence, and generate fluency. These create the motivation for learners of English to get involved and participate actively in the learning activities.

RESEARCH METHODOLOGY

  • Design of the Research
  • Variables of the Research
  • Population and Sample
  • Intrument of the Research
  • Procedure of Collecting Data
  • Technique of Data Analysis

To obtain the information of students’ vocabulary, the writer described it through scoring, giving classification, mean score, standard deviation and test significance of pre-test and post-test. Students’ pre-test and post-test score of SMPN 19 Makassar No Students’ Initial Pre-test Post-test. From this result, it can be conclude that the students’ vocabulary in pre-test was very good.

Thus it can be conclude that the students’ vocabulary in post-test was very good. After classifying the students’ vocabulary achievment, the mean score and standard deviation in pre-test and post-test are presented in the following table. From these data, we obviously see that the mean score of students’ post-test is greater than the mean score of students’.

In the pre-test the students’ mean score was 91.37 and post-test was 96.6 it means that the result of the students’ mean score in pre-test and post- test shows a significant different. It means that there is a significant effect of hangman game on students’ vocabulary at SMPN 19 Makassar. This indicates that the using of Hangman Game on students’ vocabulary gave positive effect which mainly the establishing of students vocabulary.

The proposing of students’ vocabulary in this section is to describe clearly the effect of hangman game on students’ vocabulary. For computing students’ vocabulary on pre-test and post-test or before and after using hangman game in teaching learning process. It means that the use of the hangman game can not give a significant effect on students’ vocabulary at SMPN 19 Makassar.

Based on the result of data analysis and the result of the previous chapter, the writter concludes that there is a significant effect of hangman game on students’ vocabulary (a case of class Vll-Unggulan) at SMPN 19 Makassar. Factors Influencing Students’ Achievement in Vocabulary and Majority of the Students are Less Interested in Learning Vocabulary. The Classification and percentage of students’ score in post-test No Classification Scores Frequency Percentage.

FINDINGS AND DISCUSSION

Findings

In collecting data the writer employed a test, which used as a pre- test and a post-test. The pre-test was applied before giving treatment where as the post-test was administrated after giving treatment. The writer described into several tables to show the data after made research in the classroom.

In this part the writer presents about the result of data analysis namely the vocabulary test. The standard deviation of the pre-test is 27.89 while the standard deviation of the post-test is 92.97. Test of significance used to know whether or not the result of pre- test and post-test are significantly different.

Discussion

Hangman game can give opportunity for students to practice and repeat the sentence pattern and vocabulary. The others advantage of hangman game was made the teaching and learning process can be more attractive. Thus the English teachers are hopped to apply hangman game for retrieving students’ vocabulary knowledge in a teaching and learning process.

It also supported by the inferntial analysis by using hangman game t-test that was used to know the research hypothesis that there was a difference between the result students’ vocabulary test before and after giving treatment. The writer also found that the students were motivated to learn vocabulary by using hangman game method. After giving treatment, the students’ vocabulary is categorized very good because there are 33 students (86,84%) got very good classification, 2 students (5,26%) got good classification.

So H0 was rejected and H1 was accepted, which means that there is a significant of using hangman game in establishing students’. The finding of this study shows that hangman game can establish student’s English vocabulary achievement. In teaching vocabulary, the teacher should use some different methods and ways to attract the students’ attention to learn English vocabulary.

The English teacher may use Hangman Game in teaching vocabulary, because it can be establish students vocabulary achievement. Teacher should be creative, selective, and innovative in selecting and composing material based on the students’ need.

CONCLUSION AND SUGGESTION

Conclusion

Suggestion

  • Rencana Pelaksanaan Pembelajaran (RPP)
  • Instrument of the Research
  • Students’ work sheet in pre-test
  • Students’ work sheet in post-test
  • Students’ Score pre-test and post-test
  • Students’ Standard Deviation Pre-test and Post-test
  • The Clasification and percentage of students’ score in
  • T-test Analysis
  • Standard Deviation of students pre-test and post-test
  • Photo Documentation
  • Permission Letter from University ”45” Makassar
  • Permission Letter from SMPN 19 Makassar
  • Biography

The Influence of English Course toward the Students Achievement in Learning Vocabulary by the Third Year Students of SMU Negri 4 Makassar. Menjelaskan tentang karakter dan sifat orang, nama binatang dan benda dalam mempelajari bahasa inggris dari vicabulary. Menunjukkan kesungguhan dalam belajar bahasa Inggris dengan menjelaskan tentang karakter dan sifat orang, nama binatang dan benda dalam mempelajari vocabulary.

Meniru contoh-contoh interaksi dengan menyebutkan dan menanyakan sifat orang, binatang, dan sikap yang benar. Dengan bimbingan dan arahan guru, siswa mengidentifikasi ciri- ciri fungsi sosial, struktur teks, dan unsur kebahasaan dalam menyebutkan dan menanyakan sifat orang, binatang, benda. Secara kolaboratif, siswa berusaha menggunakan bahasa inggris untuk menyebutkan dan menanyakan sifat orang, binatang, benda dalam konteks pembelajaran, simulasi, role- play, dan kegiatan lain yang berstruktur.

Hasil test ini akan menjadi data dalam penyusunan skripsi strata satu (s1) jurusan pendidikan bahasa inggris fakultas keguruan dan ilmu pendidikan Universitas “45” Makassar.

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