But in fact, most students in Indonesia have problems with lack of vocabulary. Based on the above reason, the researcher is interested in conducting experimental research titled “The Effectiveness of Using Hyponymy Game Strategy in Improving Students' Vocabulary at SMPN 1 Siman Ponorogo in Academic Year 2015/2016”.
Theoritical Background 1. Vocabulary
Hyponymy Game a. Definition of Game
Games are effective ways to encourage students to be more active in the teaching learning process. This game gives opportunity to our students to find out any kind of situation in the context of speaking and writing in English that fits their vocabulary. 24. This means that the teacher as educator provides a great help until they have opportunities to express their participation in the teaching-learning process in the classroom. 27.
When the meaning of one form is included in the meaning of another, the relationship is described as hyponymy. Nation argued that "The relationship between items in a hierarchy is called hyponymy (tree is the hyperonym, beech is the hyponym). In addition, one can place the items against other items that are in the same set; for example, "grey" belongs to "black", "blue", "green", since it is also a color.
Write a single word in the center of the board and ask students to brainstorm all the words they can think of that are associated with it. He said that “The teacher gives the students a list of categories such as food, household items, numbers, jobs, etc.
Previous Research Findings
Example of a general machine word network37. Vocabulary mastery pretest for the tenth grade students of MAN Panekan Magetan in the academic year 2010/2011. And the conclusions of this research are: (1) The vocabulary mastery of the tenth grade students of MAN Panekan Magetan in the academic year 2010/2011 before giving the guessing game is quite good. So, the result shows that the guessing game technique is effective in increasing the students of MAN Panekan Magetan in the academic year 2010/2011.
Vocabulary Mastery Using Vocabulary Chart Technique in Seventh Grade Students of SMP Ma'arif 1 Ponorogo in the Academic Year It was action research in the classroom, the researcher of a previous study formulated the problem as follows: (1) Is the technique of vocabulary cards able to improve students' vocabulary mastery for the seventh grade students of SMP ma'arif 1 Ponorogo in academic year, how is the implementation of vocabulary learning using vocabulary cards for the seventh grade students of SMP ma'arif 1 Ponorogo in academic year 2010/2011?. Then the fact that, after teaching learning using the vocabulary graph technique, the average vocabulary mastery score of the students in cycle I was 63.5 and cycle II was 76.6. Based on the findings, it is suggested that teachers use the vocabulary card technique as an alternative to teaching vocabulary mastery in the classroom.
The two previous researches: (1) The subject is tenth grade students and object is school MAN Panekan Magetan, (2) The subject is seventh grade students and the object is school SMP Ma‟arif 1 Ponorogo. And this research subject is a seventh grade students and an object is school SMPN 1 Siman Ponorogo.
Theoretical Framework
The researcher hypothesizes that teaching vocabulary in the seventh grade of SMPN 1 Siman using the strategy of hyponymy games is effective in improving students' vocabulary.
Hypothesis
Research Design
Types of experimental design include true experimental, quasi-experimental, pre-experimental, or factorial design. A quasi-experimental design was used because it is actually somewhat difficult to create a control group in research. Define Access Population Select two classes from all output classes that are equivalent in level.
Randomly select one of the classes into the experimental group and another into the control group. Give the experimental treatment to the experimental group and the control treatment to the control group. The writer tried to express the phenomenon by collecting data from natural research about the understood phenomenon and draw the conclusion after observing the fact.
Population and Sample 1. Population
Sample
The members of the seventh grade students of SMPN 1 Siman Ponorogo in the 2015/2016 academic year are 135 students, divided into 6 classes. Cluster random samples or sample area (group) are determined based on the sample areas or groups existing in the population, such as school, class, region and not individual. The researcher chooses two classes to be used in this study where the students have similar skills in teaching vocabulary.
The researcher takes from the Suharsimi book and the sample between 35% of the population.43 The clusters in this study are class VIIA for the experimental group and VIIB for the control group.
Instrument of Data Collection
According to Suharsimi “Instrument adalah alat pada waktu peresinikan menggunakan suatu metode”.44 Instrument is a tool used by a researcher to collect the data so that he or she works easier, the result is better, accurate, complete and systematic so that the data is easy to treat.
Technique of Data Collection
Test
Then the research analyzed the result to know the difference of students' vocabulary and then interpreted it. Before using the Analytical Vocabulary Test, the researcher must measure using validity and reliability. This means that validity is probably the single most important aspect of the design of any measurement instrument in educational research.
No matter how good our research design and sophisticated statistical analyzes are, the result will be meaningless if we don't actually measure what we claim to measure. Validity can be divided into four types, namely content validity, construct validity, predictive validity and concurrent validity. To test the validity of the instrument in this study, the researcher used a type of construct validity for the variables in this study that were related to phenomena and abstract objects, but the symptoms could be observed.
The computational validity of the instrument item amounts to 25 items on the vocabulary variable in 23 students. As for knowing the answer to the vocabulary test test score of the variable, you can see in the attachment.
Documentation
Technique of Data Analysis
Nx = number of sample variable x Nx = number of sample variable y SD1 = standard deviation of variable x SD2 = standard deviation of variable y.
Research Location
Data Description
Students choose and answer the correct vocabulary from the question related to the descriptive text. After the discussion of using the guessing game to teach vocabulary, the writer conducted a post-test to determine the students' achievement. There are 19 numbers of descriptive text where students choose and answer the correct vocabulary question.
The table below showed the vocabulary scores of students who do not use hyponymy games as the median in vocabulary learning. In the same way as the control class, the author also conducts a pre-test to know the abilities of the students in the experimental class. After completing the treatments in teaching vocabulary, the author holds post-test to know the effect of the treatment by using hyponymy game.
The item test is the same as the item test in the post-test of control group. The table below showed the score of students' vocabulary achievement using hyponymy games as the median in vocabulary learning.
Data Analysis
Normality Test
Based on the table, the normality test results in the control class and the experiment class are less than DTable. It can be concluded that for the 5% level of significance, the sample data from both the control class and the experimental class have normal distribution.
Homogeneity Test
It can be concluded that for the 5% significance stage, the sample data is homogeneous.
Calculate T-test
Ha : Hyponymy game strategy is effective in improving students' vocabulary for seventh grade students of SMPN 1 Siman Ponorogo in the academic year 2015/2016. Ho: Hyponymy game strategy is not effective in improving students' vocabulary of seventh grade students at SMPN 1 Siman Ponorogo in the academic year 2015/2016. Based on the above calculation, it refers that the average score of students' vocabulary taught without using hyponymy game is 73.64 and the average score of students taught using hyponymy game is 78.36.
Discussion and Interpretation
The interpretation is if the t-value is higher than the t-table, H0 is rejected and Ha is accepted. Referring to the background in Chapter I, learning English is a lesson that can sometimes be confusing and difficult to learn, like learning vocabulary. So, to make English vocabulary easy for students, some possible ways should be implemented and one of the strategies is to use game.
So the use of games in teaching in the learning process can make the atmosphere of the class pleasant and interesting because games keep the students from getting bored. The use of hyponymy games makes vocabulary material more meaningful to help students memorize the word and to represent real objects or things.
CLOSING
Conclusion
Recommendations
English teachers should promote active learning in the English learning process so that students can learn new knowledge easily and fun. The English teacher must have comprehensive knowledge of all kinds of teaching strategies to make teaching more effective, so as to make it easier for students to understand the new vocabulary they learn and use it. English teachers are encouraged to use different teaching strategies so that students can better understand the material.
The English teachers should be creative in developing the teaching activities in the classroom to make the class lively and their students are not bored. The English teachers should encourage the students to participate actively in the teaching process so that the students get long memories more easily. The author hopes that the students have a great motivation to improve their English skills and that they should have a good confidence to learn, especially in vocabulary.
Students should know that improving vocabulary is not always difficult, because improving vocabulary can be fun and easy. The Effectiveness of Aladdin Fairy Tale Movie to Learn Vocabulary (An Experimental Research in the 11th grade of SMA N 1 Pegandon Kendal in the academic year of IAIN Walisongo Semarang, 2011.