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IMPROVING VOCABULARY MASTERY STUDENTS THROUGH OBSERVE AND REMEMBER GAMES

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Melalui permainan observasi dan hafalan pada kelas II Sekolah Menengah Kejuruan Negeri (SMKN) 3 Enrekang Nama Siswa : Novita Sari. Judul proposal penelitian: Meningkatkan penguasaan kosakata siswa melalui permainan observasi dan menghafal di kelas II Sekolah Menengah Kejuruan Negeri (SMKN) 3 Enrekang. Judul Tesis: Meningkatkan penguasaan kosakata siswa melalui permainan observasi dan menghafal di kelas II Sekolah Menengah Kejuruan Negeri (SMKN) 3 Enrekang.

Remember the games in the second grade of Sekolah Menengah Kejuruan Negeri (SMKN) 3 Enrekang (supervised by Mujahidah and Ahdar). The purpose of this research was to see the improvement of students' vocabulary mastery after the learning process using the observe and remember game in the second grade of Sekolah Menengah Kejuruan Menengah Negeri (SMKN) 3 Enrekang. Before using games, observe and remember, students find it difficult to understand vocabulary and also find it difficult to contribute to vocabulary lessons.

After the observe and remember games applied, the students are easy to understand the vocabulary, especially observe and remember on vocabulary quiz and can improve the students' vocabulary. Based on research, the use of observing and memorizing games is useful to improve students' vocabulary at the SMK 3 Enrekang.

Table Number  Name of Tables  Page
Table Number Name of Tables Page

INTRODUCTION

  • Background
  • Research Question
  • Objective of the Research
  • Significances of the Research
  • Some Pertinent Ideas
    • The Concept of Vocabulary
    • The Concept of Game
  • Hypothesis
  • Variable and Operational Definition Of Research

Observation and memorization games are a good way to test the student's ability to observe and memorize English vocabulary. How is students' vocabulary mastery before and after using the Observe and Remember game in the second grade of Sekolah Menengah Kejuruan Negeri (SMKN) 3 Enrekang. To find out how students master vocabulary before and after using the game, observe and remember.

To find out if there is a significant improvement in students' vocabulary mastery as a result of the use of observation and recall games. The concept of Observe and remember game includes the definition of observe and remember game, implementation steps. The main focus of this research is to improve students' vocabulary through observation and memorization games.

Outputs refer to the increase in students' vocabulary mastery after learning material through observation and memorization games. H0 (null hypothesis): The use of the observation and memorization game was not significant in improving students' vocabulary mastery. Ha (alternative hypothesis): The use of the observation and memorization game was important to improve the students' vocabulary mastery.

Spotting and remembering games are vocabulary games designed to test a person's ability to spot and remember words.

RESEARCH METHODOLOGY

  • Research Design
  • Location and Duration of the Research
  • Population and Sample
    • Population
    • Sample
  • The Instrument of the Research
  • Procedure of Collecting Data
    • Pre-test
    • Post-test
  • Treatment
  • Technique of Data Analysis

After that, the researcher asked each group to observe and remember the pictures and names of the thing. In other words, the researcher could conclude that most of the students got fair score. Furthermore, for looking at the mean score and standard deviation of the students' proficiency in pre-test, the researcher calculated it.

Below is the table where you can see the difference between the average score between the pre-test and the post-test. The result is read out by one of the students and the winner is group 3. The researcher shows a photo of the material, the researcher names the things in the photo and asks the students to repeat them.

The result is read out by one of the students and the winner is group 1.

FINDING AND DISCUSSION

Findings

  • Data Description
  • The Overall Result of Pre-Test and Post-Test in Students’
  • T-test Value
  • Test of Significant

The researcher gave the students a test as a pre-test to determine to what extent the student has improved his vocabulary. It means that there were still many students who had a low score or lack of vocabulary on the pre-test. After determining the average score of the pre-test of 58.5, it could be seen that the students' vocabulary mastery fell into a reasonable category.

The researcher uses classification students' score from the table 3.1 to know the average score in pre-test was in fair category. After the mean score of pre-test was determined to be 58.5 and standard deviation of the pre-test was 15.81, it could be seen that the students' vocabulary mastery was in fair category. On the other hand, the researcher also wrote the students' score of correct answer before giving treatment by observing and remembering game and it is presented by the table rate percentage scores.

Based on table classification 4.2 above, the percentage of students' score in the pre-test shows that there were 2 (10%) students who were classified as very good, there were 4 (20%) students who were classified as good and fair classified, and that there were 9 (20%) students who were classified as good and fair. 45%) students were classified as poor, and there was 1 (5%) student classified as very poor. After the treatment, the researcher conducted more tests, namely a post-test to know the section. The researcher shows the score of the students in the post-test, the average score and the percentage of vocabulary of the students in the post-test. After determining the average post-test score of 78.25, it could be seen that the students' vocabulary mastery fell into a good category.

Based on table classification 4.4 above, the percentage of student score in the posttest is shown: there were 10 (50%) students who were classified as very good, there were 6 (30%) students who were classified as good, there were 2 ( 10%) students who were classified as good. %) students classified as fair, and thus there were 2 (10%) students classified as poor. The result explained that the pre-test and post-test were used to measure the students' knowledge gained during the treatment by observing and remembering in this study. In other words, to determine students' knowledge of vocabulary mastery before and after treatment or pre-test and post.

The minimum score of the pre-test was 30 and the maximum was 90, in addition the minimum score of the post-test was 50 and the maximum score of the post-test was 100. Before treatment the students were given a fair category, but after treatment by observe and remember spell the students got good category, it means that there was improvement with students' vocabulary mastery. To know if the average score of the pre-test and the average score of the post-test differed significantly, the researcher used T-test.

Table 4.1 Student’s Pre-test Score based on Vocabulary Test
Table 4.1 Student’s Pre-test Score based on Vocabulary Test

Discussion

  • The Way of The Implementation Observeand Remember Game
  • The Significant improvement at the students’ Vocabulary Mastery

The researcher gave the same vocabulary matching test and multiple choice as in the pre-test, but different questions. After that, the researcher named the things in the picture and asked the students to repeat them. Then the researcher tested the students' memory by naming the nouns in the pictures using Indonesian and students answering in English.

Students can name the things in the pictures that are related to the topic. The researcher shows the picture of the classroom and mentions the things in the picture of the classroom. The researcher shows a picture of the bedroom and mentions the things in the picture of the bedroom.

The researcher shows a picture of a kitchen and mentions the things in the picture of a kitchen.

CONCLUSION AND SUGGESTIONS

Conclusions

Therefore, it can be an advantage of obey and remember games, the students were to know well nouns around them. The research found that the implementation of observe and remember game is significant in improving students' vocabulary mastery at the eighth grade of SMKN 3 Enrekang.

Suggestions

Gambar

Table Number  Name of Tables  Page
Table 4.1 Student’s Pre-test Score based on Vocabulary Test
Table 4.2 Students’ Classification score in pre-test
Table 4.3 Student’s Post-test Score based on Vocabulary Test
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