THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

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THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS’ VOCABULARY ACHIEVEMENT (A Quasi-Experimental Study at the Eighth Grade of SMP Mumtaza Islamic School) By: Rizal Hanif Masyhur 1112014000061 DEPARTMENT OF ENGLISH EDUCATION FACULTY OF EDUCATIONAL SCIENCES SYARIF HIDAYATULLAH STATE ISLAMIC UNIVERSITY JAKARTA 2018

Transcript of THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

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THE EFFECT OF GUESSING GAME TO ENHANCE

STUDENTS’ VOCABULARY ACHIEVEMENT

(A Quasi-Experimental Study at the Eighth Grade of SMP Mumtaza Islamic

School)

By:

Rizal Hanif Masyhur

1112014000061

DEPARTMENT OF ENGLISH EDUCATION

FACULTY OF EDUCATIONAL SCIENCES

SYARIF HIDAYATULLAH STATE ISLAMIC UNIVERSITY

JAKARTA

2018

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ABSTRACT

Rizal Hanif Masyhur (NIM: 1112014000061). 2018. The Effect of Guessing

Game to Enhance Students’ Vocabulary Achievement (A Quasi-Experimental

Study at the Eighth Grade of SMP Mumtaza Islamic School). A Skripsi of

English Education Department at Faculty of Educational Sciences Syarif

Hidayatullah State Islamic University Jakarta.

Advisor 1 : Tati L. Durriyah, MA., Ph.D.

Advisor II : Drs. H. Nasifuddin Jalil, M.Ag.

Keyword : Vocabulary, Guessing Game.

The study was carried out to obtain the empirical evidence about the effect of

guessing game to enhance students’ vocabulary achievement which was observed

and analyzed from two classes of the eighth-grade of SMP Mumtaza Islamic

School. The method of this study is quantitative method which is quasi-

experimental research with pre-test and post-test control group design. The sample

was chosen by using purposive sampling technique selected into the experiment

and control class which consisted of 30 students in each class. The experiment class

was taught by using guessing game technique while the control class was one-way

explanation from teacher. Data analysis process was using t-test which obtained t0

was 2.512 and ttable in degree significance 5% was 1.672. This meant that Ha which

was “there is a significant effect of guessing game to enhance students’ vocabulary

achievement” was accepted. However, the effect size was tested and the result was

medium in level 0.6. The statistical calculation as the main data showed that

guessing game had medium effect on the eighth grade students’ vocabulary

achievement in SMP Mumtaza Islamic School Academic Year 2018/2019.

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ABSTRAK

Rizal Hanif Masyhur (NIM: 1112014000061). 2018. The Effect of Guessing

Game to Enhance Students’ Vocabulary Achievement (A Quasi-Experimental

Study at the Eighth Grade of SMP Mumtaza Islamic School). Skripsi Jurusan

Pendidikan Bahasa Inggris Fakultas Ilmu Tarbiyah dan Keguruan Universitas Islam

Negeri Syarif Hidayatulllah Jakarta.

Dosen Pembimbing 1 : Tati L. Durriyah, MA., Ph.D.

Dosen Pembimbing II : Drs. H. Nasifuddin Jalil, M.Ag.

Kata Kunci : Kosakata, Guessing Game.

Penelitian ini bertujuan untuk mengetahui pengaruh guessing game terhadap

perolehan kosakata siswa. Penelitian ini dilaksanakan dan dianalisis pada siswa

kelas 8 SMP Mumtaza Islamic School. Metode penelitian yang digunakan adalah

eksperimen semu dengan rancangan penelitian pre-test and post-test control group

design. Pengambilan sampel dilakukan dengan menggunakan teknik purposive

sampling dengan membagi kelompok penelitian menjadi 2 kelas, yaitu kelas

eksperimen dan kelas kontrol. Setiap kelas penelitian terdiri dari 30 siswa. Kelas

eksperimen diajar menggunakan teknik guessing game, sedangkan kelas kontrol

mendengarkan penjelasan satu arah dari guru dan melakukan latihan tertulis.

Analisis data proses kedua kelompok menggunakan uji-t diperoleh hasil thitung

sebesar 2,512 dan ttabel pada taraf signifikansi 5% sebesar 1,672. Hal ini berarti, Ha

yang berbunyi “terdapat pengaruh signifikan penggunaan guessing game terhadap

perolehan kosakata siswa” diterima. Selain itu, besaran efek dari penelitian ini

berada pada kategori menengah (medium) yakni sebesar 0,6. Perhitungan statistik

menunjukkan bahwa guessing game memiliki implikasi medium terhadap

perolehan kosa kata siswa kelas 8 SMP Mumtaza Islamic School Tahun Akademik

2018/2019.

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ACKNOWLEDGEMENT

In the name of Allah, the Beneficent the Merciful.

All praises be to Allah, Lord of the Worlds who has blessed the researcher

with His power to accomplish this Skripsi. Blessing and salvation be upon to the

beloved Prophet Muhammad, his family, his companions and also his followers.

First, it is an honor for him to accomplish the Skripsi entitled “The Effect of

Guessing Game to Enhance Students’ Vocabulary Achievement (A Quasi-

Experimental Study at the Eighth Grade of SMP Mumtaza Islamic School at South

Tangerang)”. The Skripsi is submitted to the Department of English Education as

one of the requirements for the Degree of S.Pd.

The researcher would like to thank to all people who have helped and support

him until he could finish the Skripsi. His gratitude goes to his beloved family for all

their helps and supports to him to finish his study. Then, he would like to give the

appreciation and gratitude to the advisors Tati Lathipathud Durriyah, MA., Ph.D.,

and Drs. H. Nasifuddin Jalil, M.Ag., who have given the precious help, advice,

guidance, and patience during the process of accomplishment his study.

Beside of those people, the researcher also would like to express his deepest

gratitude to:

1. Prof. Dr. Ahmad Thib Raya, MA., as the Dean of Faculty of Educational

Sciences Syarif Hidayatullah State Islamic University Jakarta.

2. Dr. Alek, M.Pd., as the Head of the Department of English Education and Zaharil

Anasy, M.Hum., as the Secretary of the Department of English Education.

3. All the lecturers of the Department of English Education for sharing the

knowledge, inspiration, and motivation.

4. Big family of Department of English Education for the support.

5. Ibnu Mulyana, S.Pd as the Headmaster of SMP Mumtaza Islamic School who

has permitted him to conduct the research.

6. Dra. Rachmayanti as the eighth-grade English teacher of SMP Mumtaza Islamic

School who helped the researcher.

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7. The eighth-grade students of SMP Mumtaza Islamic School for their active

contribution and participation.

8. The beloved family of Pojok Seni Tarbiyah (POSTAR).

9. Everyone who has contributed, motivated, and helped him to finished the study

in UIN Jakarta.

Finally, considering that this Skripsi is an imperfect work in some points,

critics and suggestion will be expected and appreciated to make improvement of

this work. Hopefully, this Skripsi would be beneficial for many parties; particularly

the writer’s himself and the others who are interested in it.

Jakarta, 1 October 2018

Rizal Hanif Masyhur

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TABLE OF CONTENTS

ABSTRACT ...................................................................................................... i

ABSTRAK ……… .......................................................................................... ii

ACKNOWLEDMENT ..................................................................................... iii

TABLE OF CONTENTS .................................................................................. v

LIST OF TABLES ........................................................................................... vii

LIST OF APPENDICES ................................................................................. viii

CHAPTER I INTRODUCTION

A. Background of the Study ........................................................ 1

B. Identification of the Problems ............................................... 6

C. Limitation of the Study ........................................................... 6

D. Formulation of the Study ....................................................... 6

E. Objectives of the Study ........................................................... 7

F. Significance of the Study ........................................................ 7

CHAPTER II THEORETICAL FRAMEWORK

A. Vocabulary .............................................................................. 8

1. Definition of Vocabulary ................................................. 8

2. Kinds of Vocabulary ........................................................ 9

3. The Importance of Vocabulary ........................................ 10

4. Definition of Vocabulary Achievement........................... 11

B. Games in English as a Foreign Language ............................... 12

1. Definition of Game ......................................................... 12

2. The Advantages of Game ............................................... 14

3. Purposes of Using Game ................................................ 15

4. Principles of Game Selection ......................................... 16

C. Guessing Game Strategy in Teaching Vocabulary ................ 17

1. Guessing Game ................................................................ 17

2. Teaching Vocabulary Using Guessing Game .................. 18

D. Previous Studies ...................................................................... 19

E. Thinking Framework .............................................................. 21

F. Theoretical Hypotheses ......................................................... 23

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CHAPTER III RESEARCH METODOLOGY

A. Time and Place of the Research .............................................. 24

B. Method and Research Design ................................................. 24

C. Population and Sample of Research ...................................... 25

D. The Instrument and Technique of Data Collecting ................ 26

E. Validity .................................................................................. 27

F. Reliability .............................................................................. 28

G. The Technique of Analyzing Data ......................................... 28

1. Test of Normality ................................................................ 29

2. Test of Homogeneity ......................................................... 29

3. Hypothesis Testing ............................................................ 29

H. Hypothesis of the Research ................................................... 30

CHAPTER IV RESEARCH FINDINGS AND DISCUSSION

A. Research Finding .................................................................... 31

1. The Description of Data ..................................................... 31

2. The Analysis of Data .......................................................... 33

a. Test of Normality .......................................................... 33

b. Test of Homogeneity .................................................... 35

c. t-Test ............................................................................. 36

3. Test of Effect Size ............................................................. 37

4. Hypothesis Test ................................................................. 39

5. Interview Result ................................................................. 40

B. Discussion .............................................................................. 40

CHAPTER V CONCLUSION AND SUGGESTION

A. Conclusion .............................................................................. 43

B. Suggestion .............................................................................. 43

REFERENCES ............................................................................................... 45

APPENDICES ............................................................................................... 48

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LIST OF TABLES

Table 3.1 Design of Research .......................................................................... 25

Table 4.1 Pre-test and Post-test Score of Experiment Class ........................... 31

Table 4.2 Pre-test and Post-test Score of Control Class .................................. 32

Table 4.3 The Result of Normality Test of Pre-test ......................................... 34

Table 4.4 The Result of Normality Test of Post-test ........................................ 34

Table 4.5 The Result of Homogeneity Test of Pre-test .................................... 35

Table 4.6 The Result of Homogeneity Test of Post-test .................................. 36

Table 4.7 The Result of t-Test of Post-test ...................................................... 36

Table 4.8 Descriptive Statistics ....................................................................... 38

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LIST OF APPENDICES

Appendix 1 Question Grid of Validity ............................................................... 49

Appendix 2 Instrument of Validity Test ............................................................. 50

Appendix 3 Instrument of Pre-test ..................................................................... 57

Appendix 4 Instrument of Post-test ................................................................... 63

Appendix 5 Answer Key of Validity Test .......................................................... 69

Appendix 6 Answer Key of Pre-test .................................................................. 70

Appendix 7 Answer Key of Post-test ................................................................. 71

Appendix 8 Lesson Planning of Experiment Class ............................................ 72

Appendix 9 Lesson Planning of Control Class ................................................... 94

Appendix 10 Result of Validity Test ................................................................. 115

Appendix 11 Result of Reliability ..................................................................... 119

Appendix 12 Result of t-Test ............................................................................ 120

Appendix 13 Result of Pre-test and Post-test of Experiment Class .................. 121

Appendix 14 Result of Pre-test and Post-test of Control Class ......................... 122

Appendix 15 Interview Question ...................................................................... 123

Appendix 16 Interview Result .......................................................................... 124

Appendix 17 Documentation ............................................................................ 126

Appendix 18 Letter of Permission .................................................................... 128

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CHAPTER I

INTRODUCTION

A. Background of the Study

The very beginning step of learning other language is learning vocabulary.

Vocabulary has an important role in English because vocabulary is the very basic

knowledge that is required to acquire other competencies such as listening,

speaking, reading and writing. Having a lot of words is necessary because the more

words students know, the better chance to understand. In line with that reason,

limited vocabulary also prevents students from comprehending audio from listening

and text from reading. McCarthy stated that the biggest component of any language

course is vocabulary.1 Vocabulary is one of the most important things in its

language.

Vocabulary is one of the English components which connects the four skills of

English. It means they cannot follow the teaching and learning process of English

subject well if students are not able to read, to write, to speak and to listen in

English. Richards stated that vocabulary is a core component of language

proficiency and provides much of the basis for how well learners speak, listen, read,

and write.2

Vocabulary is one of the linguistic features which influences English skills.

Learning vocabulary is important to make students able to use English skills.

Thornbury also stated that without grammar very little can be conveyed, without

vocabulary nothing can be conveyed.3 Students spend most of their time studying

grammar, their English will not improve very much. They will see most

improvement if they learn more words and expressions. They can say very little

with grammar, but they can say almost anything with words. Through this

statement, it can be explained that vocabulary has the main role in every English

1Michael McCarthy, Language Teaching: A Scheme for Teacher Education, (New York:

Cambridge University Press, 2001), p. viii. 2Jack C. Richards and Willy A. Renandya, Methodology in Language Teaching: An Anthology

of Current Practice, (New York: Cambridge University Press, 2002), p. 255. 3Scott Thornbury, How to Teach Vocabulary, (Longman: Pearson Education, 2002), p. 13.

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skill. Students can still understand what others say or write. In another side,

grammar is not the main role to make the communication happen.

Students have to master English vocabularies first before mastering English

itself. They will be not able to express themselves clearly and effectively if they do

not master vocabulary before. McCarthy and O’Dell stated that English has a very

large of vocabulary, which adds greatly to opportunities to express the meaning in

a different style.4 Teachers must be able to choose a good technique to improve the

students’ vocabulary. The students will be easy to express all of in their mind if

they have a very large vocabulary. Amy Rider also stated that helping students

improve their vocabulary is a project with enormous benefits. When students

improve their vocabulary, they feel smarter. They more understand what they read

and they hear. They find it easier to express themselves because they have a better

command of their language. They feel more powerful because they are more

powerful.5

In Indonesia, the government has made many efforts to make students familiar

about English, because English is considered as the foreign language. One of the

efforts is required English to become the compulsory subject to be taught in junior

high schools.6 The problem in learning English for the young learner is the

expansion of vocabulary. Many students devote a large amount of time and energy

to learning of vocabulary, but they still complain that it is hard to memorize the

words and there is no way to avoid forgetting. Generally speaking, there are two

problems; one is that students treat vocabulary items indiscriminately; the other is

that students learn vocabulary in an ineffective way, such as learning words in

isolation.

4Michael McCarthy, Test Your English Vocabulary in Use, Upper-Intermediate, (New York:

Cambridge University Press, 2001), p. 6. 5Amy Rider, AbraVocabra, (United States: Cottonwood Press, 2003), p. 5. 6Depdiknas, Peraturan Menteri Pendidikan Nasional, No. 22 tentang Kerangka Dasar dan

Struktur Kurikulum Bahasa Inggris SMP dan MTs, (Jakarta: 2003), pp. 10-11.

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In junior high school especially in the eighth grade, English is officially taught.7

Students are required to understand the English text whether written or spoken text

as the tool of communication. In fact, Students often lack skills to learn vocabulary.8

Because of that, English teachers of junior middle schools have to pay much more

attention to look for proper teaching methods to organize their classes.9 Moreover,

vocabulary will help the students to obtain the idea so the message can be achieved

as well. In other word, students should know and master the vocabulary well to

understand the written or spoken text.

However, it is not easy to expand vocabulary. The students are requested to use

their words in daily life things such as conversation and writing diary etc. In term

of English learning as a foreign language, many students are confused about using

vocabulary for their English. The researcher observed the eighth grade of SMP

Mumtaza Islamic School. He found that teaching vocabulary was explicitly taught

by the teacher even though in syllabus and lesson planning are not explained how

to teach vocabulary. Ways of teaching and technique depend on the teacher. The

researcher also obtained the information about vocabulary teaching and learning

when he was in Teaching Practice Program (PPKT) in January until May 2018. He

observed two classes of tenth-grade students. He found a similar situation that

happened to SMP Mumtaza Islamic School. That is repetition and dictation were

used to teach vocabulary. The researcher also interviewed students about what that

make learning English is difficult. The students generally said that they did not

know the meaning of the words because it is difficult to memorize English

vocabulary and they did not pay attention to use the vocabulary that the teacher

taught in daily life or in the class. The researcher also found that the students were

losing focus and attention to English. Because of those activities, the students

became not interested and the teacher was losing students’ attention. Accordingly,

he found that the main problems in teaching vocabulary were the technique and

7Kementrian Pendidikan dan Kebudayaan, When English Rings a Bell: Buku Guru SMP/MTs

Kelas 8, (Jakarta: Kementrian Pendidikan dan Kebudayaan, 2014), p. iii. 8Yusheng Li and Marko, Vocabulary Teaching in Junior Middle School, March 3th 2017, pp.

1-2. 9Ibid, p. 2.

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strategy which were used have less variation. Besides that, the students will have

difficulties to improve their vocabulary.

Therefore, teachers have to support students’ learning with a good teaching

system and create a good environment that helps students to practice their language

skills based on their level. It means that teacher has to pay attention to the students’

learning and interest, not to limit teaching only in the classroom, from some existing

teaching media such as a flash card, charts, real object, picture, and game.

Andrew stated that games help and encourage many learners to sustain their

interest and work.10 Games also helps the teacher to create contexts in which

language is useful and meaningful. Games will make the learners fun in studying

because they will enjoy studying. And games will help students to improve their

motivation in learning English. He also stated that the students have to take apart,

understand what others are saying or have written, and they must speak or write in

order to express their own point of view or give information.11 Aydan Ersoz added

that games are highly motivating since they are amusing and at the same time

challenging. Furthermore, they employ meaningful and useful language in real

contexts. They also encourage and increase cooperation.12

. It is the one of many instructional games that the object is to guess some kind

of information, such as a word, a title, and an object. Allen said that guessing game

can help students to acquire English words.13 By playing the game, the students can

join the activity and use the vocabulary in that activity in order to acquire English

words.

Guessing Game was established by Duane R. Tovey the Assistant Professor

and the Department of Early and Middle Childhood Education, Ohio State

University, Mansfield, in his study stated that the psycholinguistic guessing game

10Andrew Wright, et. al., Games for Language Learning, (New York: Cambridge University

Press, 1984). p. 1. 11Ibid. 12Aydan Ersoz, The Internet Journal, Six Game for the EFL/ESL Classroom, (Vol. VI, No.6,

June 2000). 13Virginia French Allen, Techniques in Teaching Vocabulary (New York: Oxford University

Press, 1983). p. 52.

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can help students to learn an effective means for decoding language.14 From the

studies that have been mentioned, they showed that guessing game has impacts in

teaching vocabulary and it is needed to conduct a close study to obtain further

evidence of the topic.

He also stated that the guessing game is helpful because it can make students

feel that certain words are important and necessary. Because without those words,

the object of the game cannot be achieved. It creates conditions in which the use of

the target language. Several steps of the guessing game activity, as follows: teacher

only needs a box or something that can contain some words that relate to the

material, and then the teacher makes several groups of the students. After that, the

leader of each group take the word and describe it to his or her group, and let the

members of group guess the words. The activity is designed to build up the students’

interest and more focus on the material. Besides that, guessing game can be played

by all of the students in the class. Topic and material of vocabulary that is used can

be varied to the material such as animal, sport, movies, and others.

Hari Supriyatna the student from UIN Syarif Hidayatullah Jakarta in his

research about differences between guessing game and memorizing method

effectivity stated that guessing game was proved to increase students’ motivation

in learning vocabulary15. His research result stated that using guessing game is more

effective than only using memorizing method. I Ketut Purnata the students from

Mahasaraswati Denpasar University in his research he stated that guessing game

could improve vocabulary mastery of the students. The improvement could be seen

clearly by comparing students’ scores of pre-test, post-test, and questionnaire16.

Based on the reasons above, the researcher would like to apply the guessing

game that may help students to enhance their vocabulary achievement and he also

14Duane R. Tovey, Language Arts, The Psycholinguistic Guessing Game, (National Council

of Teachers of English, Language Arts, Vol. 53, No. 3 March 1976, pp.319-322), p. 322. 15 Hari Supriyatna, The Effectiveness of Guessing Game Technique in Teaching Vocabulary at

MTs Darussalam, (The Departement of English Education, Faculty of Tarbiyah and Teachers’

Training, State Islamic University Syarif Hidayatullah Jakarta, 2014), p. 29. 16 I Ketut Purnata, Teaching Vocabulary by Using Guessing Game to the Seventh Grade

Students of SMP N 4 Pupuan in Academic Year 2012/2013, (English Department, Faculty of Teacher

Training and Education, Mahasaraswati Denpasar University, 2013), p. 42.

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would like to investigate the effect of using guessing games in teaching vocabulary

to enhance students’ vocabulary achievement at the eighth-grade of SMP Mumtaza

Islamic School in Academic Year 2018/2019

B. Identification of the Problems

Based on the background of the study that has explained, there are some

problems that can be identified, as follows:

1. Many students still have a lack of words in their vocabulary because they

have an obstacle in understanding the meaning of some words in order to

achieve new word.

2. Lack of an interesting way to teach English, especially teaching

vocabulary by using interesting media and technique.

C. Limitation of the Study

The study focuses on students’ vocabulary achievement of the eighth-grade

students of SMP Mumtaza Islamic School before and after treatment by the using

guessing game. Moreover, this study concerned with students’ vocabulary

achievement. Besides, the researcher chooses to employ guessing game to be

applied in the research because many kinds of research are successful when

implementing kind of vocabulary game to teach English. Therefore, the study is

limited to the effect of guessing game on students’ vocabulary achievement at the

eighth-grade students of SMP Mumtaza Islamic School.

D. Formulation of the Study

Based on the background of the study, the researcher formulates the problem

as follow: “Does guessing game has an effect on students’ vocabulary achievement

at the eighth-grade students of SMP Mumtaza Islamic School?”

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E. Objectives of the Study

The main objective of the study is to obtain empirical evidence that there is the

effect of guessing game on students’ vocabulary achievement at eighth grade

students of SMP Mumtaza Islamic School.

F. Significance of the Study

This study may expect to have some significance not only for the researcher

himself, but also for English teacher, the students, and other researchers. For

English teacher, the researcher hopes that the result of the study could enrich

teachers’ technique of teaching English vocabulary. For students, the result of this

study could enhance their vocabulary achievement by using the guessing game. The

last is for other researchers who are interested in studying related to this research in

order to obtain more information from this study for doing further research.

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CHAPTER II

THEORETICAL FRAMEWORK

A. Vocabulary

1. Definition of Vocabulary

In every situation, when saying something, expressing the feelings and

saying what have to say, all things need the words and these words called

vocabulary. Many definitions can be found to know what vocabulary is.

Moreover, students can have their own definition about what they have

understood about vocabulary. Thus to communicate well, one thing which human

have to have is sufficient words. Word itself is the important basis of the language

form. Students who have limited vocabulary will face the obstacle of learning a

foreign language.

Vocabulary plays an important role in improving four skills in English.

Without having enough vocabulary, communication will end up in an unpleasant

situation and make students difficult to continue their sentences or idea. Richards

stated, “Vocabulary is a core component of language proficiency and provides

much of the basis for how well learners speak, listen, read, and write.”1 Therefore,

it is highly essential for English teachers to help their students in achieving

vocabulary.

As the definition, the writer sums up that vocabulary is a total of words or

phrase that maintains all information used by person, class or profession in

communication and it is an important thing when students study the language and

the using of the language.

1Jack C. Richards, and Willy A. Renandya, Methodology in Language Teaching, (New York:

Cambridge University Press, 2002), p. 255.

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2. Kinds of Vocabulary

Vocabulary has many kinds of them. They are:

According to Ruth Gairns and Stuart Redman, vocabulary divided into two

kinds:

a. Active Vocabulary: refers to put items which the learners can use

appropriately in speaking and writing. Active vocabulary is also called

productive vocabulary.2

b. Passive Vocabulary: refers to language items that can be recognized and

understood in the context of reading and listening it is also called receptive

vocabulary.3

Meanwhile, Haycraft also divided into two types of vocabulary, they are

receptive vocabulary and productive vocabulary.

a. Receptive vocabulary: words that the learners recognize and understand

when they are used in the context, but which they cannot produce. It means

that the learners identify vocabulary when they find it in reading a text but

do not use it in speaking and writing.

b. Productive vocabulary: the words which understand, pronounce, and use

by the learners in speaking and writing.4

Based on the explanation, in general types of vocabulary have related to

English language skills such as listening, speaking, reading, and writing, and there

are usually called passive vocabulary (receptive vocabulary) and active

vocabulary (productive vocabulary). And all types of vocabulary are very useful

to be learned by students in learning English vocabulary.

2Ruth Gairns and Stuart Redman, Working with Words a Guide to Teaching and Learning,

(New York: Cambridge University Press, 1986), p. 65. 3Ibid. 4Mofareh Akqahtani, The Importance of Vocabulary in Language Learning and How to be

Taught, International Journal of Teaching and Education, 2015, p. 25.

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3. The Importance of Vocabulary

People can learn whenever and wherever they are. Thus, the process of

learning can happen through direct and indirect exposure. Therefore, it can be

obtained from the information or knowledge in the television, radio, magazine,

newspapers, and interaction. Therefore, Heinich stated that learning is the

development of new knowledge, skills, or attitudes as an individual interacts with

information and the environment.5 Komachali and Khodareza stated that

vocabulary is needed by many people to acquire many words of English language

in order to express the idea.6

Mainly, vocabulary is connected with the main four skills of English,

therefore, by possessing vocabulary learners will be able to learn the main four

skills of English language. Subon stated, without mastering the basic of

vocabulary learners would have the difficulties in mastering the main four skills

of English language as speaking, reading, listening, and writing.7 It means that

learners should master the basic of vocabulary well in order to make easy in

mastering the main four skills of English language. On the other word, vocabulary

can be said as a crucial component which is affected to the fluency of mastering

the language. It means that learners should practice the English skills more in

order to have high potential in acquiring the language. In fact, people would not

able to master the speaking skill if they do not speak up. Then, people would not

able to master the writing skill if they do not read. Next, people would not able to

master the listening skill if they do not listen. The key to make it happen, it can be

done by mastering vocabulary first.

5Heinich, et.al, Instructional Media and Technologies for Learning, 7th Edition, (New Jersey:

Merrill Prentice Hall, 2002), p. 6. 6Maryam Eslahcar Komachali and Mohammadreza Khodareza, The Effect of Using

Vocabulary Flash Card on Iranian Pre-University Students’ Vocabulary Knowledge, International

Education Study, 5 (3), 2012, p. 137. 7Frankie Subon, Vocabulary Learning Strategies Employed by Form 6 Students,

International Journal of Scientific and Research Publications, 3 (6), 2013, p. 1.

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In other words, the more vocabulary learners have mastered, the easier

learners to do with language skills. It means the importance of vocabulary for

English learners cannot be compared. However, this is not to say that language

learning is determined by vocabulary only. But it is stated that vocabulary is the

fundamental role of the success of learning the English language. Vocabulary is

important for students understanding four language skill. In learning the foreign

language, it is very important for learners to learn words as many as possible. By

possessing vocabulary, learners will be easy to communicate with the people in

written or spoken form.

4. Definition of Vocabulary Achievement

Achieving a large number of vocabularies is important for foreign language

students. Without achieving it, students will face some obstacles in developing the

four language skills of English. In order to communicate well and understand the

language, vocabulary is essential to be mastered by students. By achieving the

vocabulary students can express their ideas and able to understand a conversation.

Newton in Journal of English and Education mentioned that vocabulary

achievement is not only achieving the words and its meanings but also knowing

about how the words are used in the context.8 It means the students do not only

understand about the word and its meaning but also they must be able to use their

knowledge of word to make the word is suitable in the appropriate situation and

condition.

If students have achieved the vocabulary, they can communicate easily in

the target language. By achieving vocabulary, it can help students to understand

the concept of communication that is appropriate in the context and increase their

confidence to express their ideas. But without achieving the vocabulary, students

will face an obstacle to understand a text and speech. So that is the reason why

vocabulary achievement is important.

8 Fajar Furqon, Correlation between Students’ Vocabulary Mastery and Their Reading

Comprehension, Journal of English and Education, 2013, 1 (1), p. 71.

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Vocabulary achievement refers to the skill in processing words of a

language. As Shanker said there are five levels in processing the meaning of a

word from lowest to the highest level of vocabulary achievement.

a. The students have no recognition of a word.

b. The students have heard of the word but have no knowledge about the

meaning.

c. The students recognize the word in context and have a vague

understanding of its meaning.

d. The students know well the meaning of the word in the context in

which it appears.

e. The students know the multiple meanings of the word and can actually

use the word in thinking, speaking, or writing.9

Furthermore, achieving vocabulary means that completely understand the

knowledge of words. Students are expected to understand part of speech of the

word like a noun, verb, adverb, etc as their knowledge. Students are required to

understand how the word used in a sentence appropriately with the context. Then,

it can be said that vocabulary achievement is integrated word knowledge of a

certain language.

B. Games in English as a Foreign Language

1. Definition of Game

Teaching language needs good and interesting media. In fact, using media in

teaching-learning activity will make the students focus on the teacher, so the

classroom will be on teacher’s control. However, the media used should be

effective and interesting. By using the interesting media in teaching vocabulary

can help the students to understand the material easily. Here are some media that

can be used in the teaching and learning English: game, flashcard, diagram, chart,

poster, video/film, realia, etc.

9 James L. Shanker and Ward A. Cockrum, Locating and Correcting Reading Difficulties 10th

Edition, (Arizona: Pearson, 2013), p. 53

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Teaching vocabulary by using game can be interesting, fun, creative, and

enjoyable. Therefore, it can help the students to remember the new vocabulary

words easily. Moreover, using a game in teaching and learning vocabulary can be

done outside and inside the classroom.

Playing game is an activity which is entertaining and engaging, often

challenging and also in which learners play and interact with others.10 This

activity is a strategy to help students not only to enjoy and entertain with the

language they learn but they can practice it incidentally. The game has some

purposes:

a. Physical activity: to release physical and nervous tension and to promote

mental alertness by breaking the routine of drills.

b. Enjoyment: to create a climate of fun and interest that will help the

students look forward to their English lesson.

c. Cultural content: to use a game as a way of repealing the general pattern

of culture that should add to the student’s grasp of the way of English

speaking people.

d. Language learning: to serve as an adjunct to the technique of teaching

grammar and sound system of new language.11

From the purpose of the game, the writer chose guessing game which can be

applied in physical activity such students can use the word according to the

context and know the meaning of a word. The use of guessing game will create

the class alive and also teacher can use several media to teach vocabulary.

10Andrew Wright, et. al, Games for Language Learning, (New York: Cambridge University

Press, 1984). p. 1. 11David Crookall & Rebecca L. Oxford, Simulation, Gaming and Language Learning, (New

York: Newburry House Publisher, 1990), p. 11.

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2. The Advantages of Games

There are several advantages of the game that can be a consideration to use.

According to Leila, there are several advantages of using language games in

teaching languages, as follows:

a. Games motive language learners and stimulate their interest and curiosity

to learn and find out the answer. Such activities promote a positive

learning attitude towards language learning and encourage the learners to

use their acquired linguistic knowledge to communicate.

b. Games can provide the opportunity to apply the language in a meaningful

context. Games such as role-play expose the learners to the target

language environment and motivate them to share opinions and learn

about the culture while utilizing the resources available to them.

c. Games provide a great opportunity to practice and use the language.

Conventional drill exercise is monotonous and mechanical. Games can

provide the same density of communicative language practice in a

meaningful and less mechanical way to demonstrate actual language used

to achieve communication goals.

d. Games provide a positive environment in which the learners feel

emotionally secure and do not fear a public correction. As a result, they

can practice their problem-solving abilities in different situations while

using the target language as the medium of communication.

e. Games encourage interpersonal communications because the learners

often need to work in pairs or groups. Learners often feel more

comfortable to interact with their peers than with the teacher. Therefore,

games can ease the process of learning and teaching encourages social

and emotional development.12

For addition, according to Lee Su Kim there are also some advantages of

using games in the classroom, as follows:

a. Games are a welcome break from the usual routine of language class.

12Leila Ketterlinus, Using Games in Teaching Foreign Languages, (New York: United States

Military Academy, 2017), p. 3.

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b. They are motivating and challenging.

c. Learning a language requires a great deal of effort. Games help students

to make and sustain the effort of learning.

d. Games provide language practice in various skills such as speaking,

writing, listening and reading.

e. They encourage students to interact and communicate.

f. They create a meaningful context for language use.13

3. The Purpose of Using Game

The purpose of using game is looking for teaching tools that have many

positive aspects, such as active students opportunities. Using game may also help

reduce tension by adding interesting activity, and also challenging students to

participate. As the experts say:

a. Wallace stated that there is two main reason language game become

more widely used recently. First, games emphasize the importance of

motivation and give a positive atmosphere in the classroom. Second,

games emphasize ‘real’ communication and often make students speak in

the target language.14

b. Cervantes stated that when students are enjoying language games, they

learn vocabulary, grammar, and other aspects of English in an

unconscious way because they are focused on the message and not the

language itself. In addition, games give an opportunity for the teacher to

let the students express their ideas.15

13Lee Su Kim, http://www.teflgames.com/why.html, Creative Games for the Language Class,

‘Forum’ Vol. 33 No. 1, January-March 1995, p. 35. 14Michael J. Wallace, Teaching Vocabulary, (Oxford: The English Language Boo Society,

1992), p. 105. 15Emerita P. Cervantes, Livening Up College English Classes with Games, English Teaching

Forum, No. 3, 2009, p. 20.

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c. Wright stated that games also help the teacher to create a context which

is useful and meaningful. On the other hand, the student who has to take

apart must speak or write in order to express their ideas or to give

information.16

There is no doubt to use games in teaching vocabulary. Besides all the

advantages that have been explained, games make language teachers are

responsible for creating some conditions that fit the game itself. However, the

researcher believes that games can be applied in English classes in Indonesia.

Games can help teachers become more creative and capable of motivating

students to learn English and become more active in the class.

4. Principles of Game Selection

In determining the suitable games in students’ vocabulary enhancement, the

teacher needs to know the purpose of the game that can make learning English

vocabulary effective and successful. According to Andrew Wright, it is important

to make sure that the games which are wanted to be played is familiar with the

students to reduce the difficulties in conducting the games.17 In using a game in

English vocabulary class, the teacher not only being responsible in selecting game

which has to be used in the class but also in setting conditions in the class to set

students ready and the material. As Allen said that language teachers are

responsible for creating conditions which encourage vocabulary expansion, and a

well-chosen game can help the students acquire English words.18

According to Houston, there are several principles of using games:

a. To specify the purpose: the teacher should know what the purpose of the

game that he or she plays in the class.

b. To explain the rules clearly before it begins: it is important to make sure

the students understand how to play the games. The purpose of the game

16Andrew Wright, et. al, Games for Language Learning, (New York: Cambridge University

Press, 1984). p.2. 17Ibid, p.1. 18Virginia French Allen, Techniques in Teaching Vocabulary (New York: Oxford University

Press, 1983). p. 51.

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cannot be reached if the students do not understand how to play the

game. It is fine if the teacher explains the rule in native’s language.

c. To be prepared for the ‘extra student’: the teacher has to make sure all of

the students join the games.

d. To avoid drifting off during the game: when the games are playing, what

for potential problems that can be remained. If there is a student who

does not understand the rules, stop the game and go for the rules again.

e. To look for signs that students are getting tired: if the students look tired,

the teacher should stop the game before the students lose their attention.

f. To choose games carefully to save money and time: try to use a game that

can be prepared easily.

g. To find new sources: try to use a new game that never being used before

h. To recycle: if there is an old game that successfully applied in the class

before. It is okay to use it again in another class.

i. To make a file: make a file that consists of games. It can make easy if

teacher wants to use games in another time.

j. To share: if the teacher has a favorite game that used to play with the best

friend.

k. Do not to overdo it: the game is a joyful and interesting play in the class,

but if teacher does it too much, it can waste the time and make another

important thing do not have time to teach in the class.19

C. Guessing Games Strategy in Teaching Vocabulary

1. Guessing Game

The guessing game is invented by Duane R. Tovey and his Department of

Early and Middle Childhood Education in 1976. In his research they found a

strategy that came from the middle school teacher problem in teaching

vocabulary, it is the sound-it-out strategy. The problem is the most children if

asked what they do when they encounter a word that they do not know, will

19Hall Houston, Playing Games, Modern English Teacher, Vol 18 no. 1 (March 2005), p. 33.

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answer, “Sound it out”.20 The most important thing in the use of this strategy is

the building of confidence within students concerning their predicting ability by

praising successful attempts. If teachers help students to play the guessing game,

they will learn an effective mean of the words for decoding a written language.

The guessing game is a simple game which can be applied in the class. This

kind of game can be played by groups. The guessing games is a game which the

participants compete individually or team to identify something obscurely For

addition, Klippel stated that the basic rule of guessing games is eminently simple;

one person knows something that another one has to find out21. Wright also stated

that in guessing game someone knows something and the others must find out

what it is.22

Based on the definition, the writer concludes that guessing game is a game

that let person guess something which is not mentioned what is that thing. The

players have to identify the thing based on their knowledge. This game can be

conducted individually or team. The thing that should be guessed can be in a form

or single word, phrase, or sentences.

2. Teaching Vocabulary Using Guessing Game

Guessing game can be played in the class by several groups in the class.

There are several concepts to play modified guessing game from expertise.

Teachers can choose and adjust depending on the material and situation in the

class. According to Rider, there are such games that can be conducted as follows:

a. Four students are asked to come to the front of the classroom. One of

them is selected to draw a slip from a box which contains words related

to many different categories.

20Duane R. Tovey, The Psycholinguistic Guessing Game, Language Arts, Vol. 53, No. 3

(March 1976), pp. 319-322. p. 319. 21Friederike Klippel, Keep Talking - Communicative Fluency Activities for Language

Teaching, (Cambridge: Cambridge University Press, 1984), p. 13. 22Andrew Wright, et. al, Games for Language Learning, (New York: Cambridge

University Press, 1984). p. 1.

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b. The student who has drawn a slip from shows it to his three companions

at the front of the room, but not to other members of the class.

c. The other members of the class try to guess the word on the slip which

has been drawn from the box. They take turns asking first about the

category, “is it a word for food? For furniture? For transportation?” the

four students who have who have seen the slip take turns answering “No,

it isn’t” until the right category has been guessed.

d. After the correct category has been discovered (transportation, for

instance) members of the class continue to ask Yes/No questions: “is the

word bus? Is it a taxi? Is it a train?”

e. The one whose guess is correct may draw a slip from the box the next

time the game is played. 23

D. Previous Study

The first previous study is taken from Hari Supriyatna. He was students of

Syarif Hidayatullah Islamic State University Jakarta. The study talk about the

effectiveness of guessing game technique in teaching vocabulary at Mts

Darussalam. This study used quasi-experimental study with control and

experiment group design. The research was implemented in two classes, which

divided into the experiment class and control class. He found that the students

who were taught vocabulary through guessing game technique got a higher result

than the students who were not taught vocabulary through guessing game. It can

be seen in the gained score statistical data from the experimental class that is

higher than gained score form the control class.

He concluded that teaching vocabulary using guessing game is more

effective than only using memorizing method. It is because the game is more

interesting. According to the data analysis, the value of t0 (tobservation) is 5.48 and

the value of tt (ttable) is 1.67.24 It means that there is significance in the students’

23Amy Rider, Abravocabra,(New York: Cottonwood Press) p. 51. 24Hari Supriyatna, The Effectiveness of Guessing Game Technique in Teaching Vocabulary at

MTs Darussalam, (The Departement of English Education, Faculty of Tarbiyah and Teachers’

Training, State Islamic University Syarif Hidayatullah Jakarta, 2014), p. 29.

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score in learning vocabulary by using the guessing game. He also stated that

teacher needs to develop their ways of teaching English in vocabulary to give

enthusiasm to the students by creating a new atmosphere in the classroom varies.

It is possible, by using certain methods or activity in teaching English, the

students will get the new experiences so they will not get bored. Variation of

activity in teaching vocabulary is needed to make the students motive to use their

new vocabulary that can retain their mind to memorize it.

The second previous study is taken from I Ketut Purnata. He was students

Mahasaraswati Denpasar University. The study talks about teaching vocabulary

by using the guessing game at SMP Negeri 4 Pupuan. This study used class action

research. The improvement of students in learning vocabulary could be seen

clearly by comparing the students’ scores of pre-test, post-tests in every cycle, and

questionnaire. Initial reflection was administered to obtain data about the pre-

existing vocabulary of the students. The reflection in form of post-test was

administered to obtain data about the extent of vocabulary mastery of the students

after they were taught by using guessing game. The questionnaire was

administered to find data about respond and changing learning behavior of the

students. The main score of pre-test was 46.6 and the grand mean score of the

cycle I was 62.3. That improvement score were obtained by calculating average

scores in cycle I (57.4 and 67.2) then divided by 2. The grand mean score of cycle

II was 81.1. That grand mean also calculated by adding the mean score in cycle II

(76.6 and 85.6) then divided by 2. The score increased 18.8 points compared to

the grand mean score of the cycle I.

Therefore, that could be concluded that the rising comparative figure of

Initial Reflection showed the extent of vocabulary mastery achievement of the

subjects under study when they were taught by using guessing game. In the other

words, the guessing game could significantly improve the vocabulary mastery of

the students. The result of data analysis showed that the increasing score in three

phases of scoring. It means that there was the improvement of students’

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vocabulary when they were taught by using guessing game.25 He also found that

the subjects learning behavior had changed positively. It was shown by their

participation and high motivation during learning vocabulary by using the

guessing game. The findings clearly suggested that teaching vocabulary by using

the guessing game could make the students be more motivated in studying and

significantly improve their vocabulary mastery.

The next previous study is taken from Professor Duane R. Tovey who

invented guessing game in his study about psycholinguistic guessing game and

early and middle childhood education department in Ohio State University,

Mansfield. In his study, he stated that before known as guessing game, it was

called three cue systems (graphophonic, syntactic, and semantic). He also stated

that learning vocabulary much easier for children if they learn to use their

linguistic abilities by making use of all three cue systems. He also added that the

psycholinguistic guessing game can help students to learn an effective means for

decoding language.26

E. Thinking Framework

Vocabulary is important for students to understand four language skill. In

learning the foreign language, it is very important for learners to learn words as

many as possible. By possessing vocabulary, learners will be easy to

communicate with the people in written or spoken form.

the more vocabulary learners have mastered, the easier learners to do with

language skills. It means the importance of vocabulary for English learners cannot

be compared. However, this is not to say that language learning is determined by

vocabulary only. But it is stated that vocabulary is the fundamental role of the

success of learning the English language.

25I Ketut Purnata, Teaching Vocabulary by Using Guessing Game to the Seventh Grade

Students of SMP N 4 Pupuan in Academic Year 2012/2013, (English Department, Faculty of

Teacher Training and Education, Mahasaraswati Denpasar University, 2013), p. 42. 26Duane R. Tovey, The Psycholinguistic Guessing Game, Language Arts, Vol. 53, No. 3

(March 1976), pp. 319-322. p. 319.

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Teaching language needs good and interesting media. In fact, using media in

teaching-learning activity will make the students give intention to the teacher.

However, the media used should be effective and interesting. By using the

interesting media in teaching vocabulary can help the students to understand the

material easily.

Generally, in Indonesia, junior high schools students are those students in

the range of ages of 12 to 15. This range ages, they are considered as teenagers or

adolescents. According to Brown, the junior high school students are in transition

age, confusion, self-counsciousness, growing, and changing bodies and mind.

Therefore, it will need a very special set of consideration for teaching teenagers.27

Because of that, teaching media is one of the most important elements

affecting the English teaching and learning process including teaching vocabulary.

The application of an appropriate teaching media such as using game is very

essential in determining the success of the teaching and learning process, in

vocabulary learning, the appropriate game can give a lot of opportunities to

expand vocabulary. In other words, students will obtain knowledge or input from

the game.

The guessing game is designed to be implemented in the English teaching

and learning of vocabulary learning. The concept of guessing games which give

priority to students’ involvement and cooperation during the learning process,

gives benefits for the students to improve their speaking motivation, confidence,

independence, and social skills. Besides, guessing games also help the teacher to

create an enjoyable learning atmosphere which can maximize the effectiveness of

teaching and learning process in vocabulary learning. According to Schmitt, even

though students have to take some responsibilities for their own vocabulary

learning, it is necessary to introduce them vocabulary learning strategies.28

There are many principles for teaching vocabulary which should be

considered before applying a particular teaching strategy. Vocabulary can be

27H. Douglas Brown, Teaching by Principles: An Interactive Approach to Language

Pedagogy Second Edition, (California: Pearson Education, 2000). p. 92. 28Norbert Schmitt, Vocabulary in Language Teaching, (Cambridge: Cambridge University

Press, 2000), p. 138.

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implemented by some strategies that can make the class activity become active. In

this case, guessing game can arouse students’ motivation in learning. They also

create a learning atmosphere which is full of encouragement and positive group

relation. During the learning process, students are led to help each other in groups.

They also motivate and encourage each other to make a maximum effort in

performing their tasks, so it can improve students’ responsibility to do the best

both for themselves and their group.

As student’s vocabulary achievement is important in the teaching and

learning process, the collaborative work to increase this in English learning is then

necessary among related research team members such as the English teacher and

researcher. By using experimental research, students’ vocabulary achievement in

SMP Mumtaza Islamic School can be improved. This needs to be justified

throughout the study.

F. Theoretical Hypotheses

Since this research is purposed for finding the empirical evidence of the

effectiveness of guessing game on students’ vocabulary achievement, the research

hypotheses of this research are:

Null Hypothesis (H0) : Guessing game has no significant effect

on students’ vocabulary achievement at the eighth grade of SMP

Mumtaza Islamic School.

Alternative Hypothesis (Ha ) : Guessing game has a significant effect on

students’ vocabulary achievement at the eighth grade of SMP Mumtaza

Islamic School.

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CHAPTER III

RESEARCH METHODOLOGY

A. Time and Place of the Research

This research was conducted in 3 October until 17 November 2018 at SMP

Mumtaza Islamic School that is located on Jl. Kayu Manis No. 1, Pondok cabe

Udik, Pamulang, Kota Tangerang Selatan, Banten 15418.

B. Method and Research Design

The researcher applied quantitative method in conducting this research. In

quantitative research, it is often related to the calculation and analysis of the

numerical data. The design of this research is quasi-experimental design.

Creswell said that quasi-experiment is used to establish possible cause and

effect between dependent variable and independent variables.32 Moreover,

Fraenkel, Wallen, Hyun also stated that experimental research is the best way to

establish cause and effect relationships among variables.33 In this study, the

dependent variable (X) is guessing game, in this research there is independent

variable (Y), it is students’ vocabulary achievement. The experiment procedure

started with giving students pre-test then, ended with post-test. Here is the design

of pre-experiment:

Pre-test: test that given before treatment

Treatment: teaching learning process using guessing game

Test given after treatment

Based on quasi-experimental design, the researcher took two classes:

experiment class and control class. Experiment class is the class that vocabulary

will be taught by implementing guessing game technique while control class is the

class that vocabulary could be taught without implementing guessing game

technique. Experiment and control class has been given a pre-test before teaching

and learning vocabulary. Then, the treatment was implemented to experiment

32J. W. Creswell, Educational Research: Planning, Conducting and Evaluating Quantitative

and Qualitative Research, (London: Pearson Education Inc., 2012) 4th Edition, p.13. 33Fraenkel, J. R., Wallen, N. E., & Hyun, H. H, How to Design and Evaluate Research in

Education (8th ed.), (New York: McGraw-Hill, 2012), p. 265.

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class by using guessing game and it was not implemented to control class. After

several meetings, post-test has been given in order to know the effect of guessing

game on students’ vocabulary achievement. And the researcher analyzed the data

that he obtained from experiment class and control class by using IBM SPSS

Statistics Version 20.

Table 3.1 Design of Research

Class Pre-test Independent

Variable Post-test

Experiment O1 X1 O2

Control O1 X2 O2

Notes:

O1 : Pretest which was given before teaching and learning process to experiment class and

control class

O2 : Posttest which was given after teaching and learning process to experiment class and

control class

X1 : Teaching and learning process with Guessing game in experiment class

X2 : Teaching and learning process without Guessing game treatment in control class

C. Population and Sample of Research

Population is the subject of research.34 The population of this research is three

classes of students at the eighth grade of SMP Mumtaza Islamic Student that

consists of 96 students. Sample is part of the number and characteristics possessed

by the population.35 There are two classes that consist of 30 students in each class

as the sample. Furthermore, 8B class was chosen as the control class and 8A class

was chosen as the experimental class. The samples had been taken based on the

purposive sampling.

34Suharsimi Arikunto, Prosedur Pnenelitian; Suatu Pendekatan Praktik, (Jakarta: Rineka

Cipta, 2006), h. 130. 35Sugiyono, Metode Penelitian Kuantitatif, Kualitatif, dan R & D, (Bandung: Alfabeta,

2011), h. 80.

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D. The Instrument and Technique of Data Collecting

The research instrument is an important tool for researchers in data collection.

Research instrument is a tool or facility used by researchers to collect data to help

them collect the data easier and got better result. The researcher used kind of

instrument to do the research, it was vocabulary test as the main instrument and

open-question as the secondary instrument.

The researcher used multiple choice to test students’ vocabulary achievement.

Because it can be used “with isolated words, words in a sentence context, or

whole text.”36 The test was divided into two which are pre and post-test that

consist of 20 items in vocabulary test which were adopted from the books for the

eighth grade students of junior high school.

The researcher used pre-test and post-test technique to obtain students’

vocabulary achievement. Pre-test and post-test used to know the different

achievements between experiment class and control class before and after the

treatment. The pre-test was given to measure students’ abilities in enhancing the

vocabulary for both students’ in experiment and control classes before the

learning program started to begin. It means that experiment class was

implemented the treatment of learning vocabulary by using guessing game in the

classroom, while control class learned vocabulary without using guessing game.

Hence, post-test was utilized to know how far students have mastered the

vocabulary.

Furthermore, the pre-test and post-test consist of 20 test item taken from the

books for eighth grade students of Junior High School. The test items were made

based on the course objectives in the curriculum. Test instrument was presented in

the form of objective test which is known as multiple choices.

In order to obtain secondary data open-question was used to interview

students to obtain their responses. Several matters were covered by the question

that related to the guessing game in its application in enhancing students’

vocabulary. Open-question interview was used to gather opinion and support the

36Scott Thornbury, How to Teach Vocabulary, (England: Longman, 2002), p. 132.

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evidence. Bahasa Indonesia was used as the language of the interview to avoid

students worrying about the language limitation.

E. Validity

The accuracy of the research is important and must be consideration in

quantitative research. Measuring the validity of the test that was given in the

research is the one of many ways to know the accuracy. According to Garson, “a

study is valid if its measures actually measure what they claim to, and if there are

no logical errors in drawing conclusions from data.”37 It means that validity is a

degree to a test which measuring what it is intended to measure.

Moreover, there are types of validity which were codified by the American

Psychological Association, which identified four categories: content validity,

construct validity, concurrent validity, and predictive validity. Each type of

validity has different research purpose. “Content validity had to do with subject-

matter content testing. Construct validity concerned measuring abstract concepts

like “confidence”. Concurrent validity dealt with devising new scales or tests to

replace existing ones. Predictive validity focused on devising indicators of future

performance.38”

For addition, according to Roberta and Alison there are three types of validity

content validity, construct validity, and criterion validity. Content validity is a

kind of validity which focused on whether the instrument covers all of the variable

contents. In other word, what students have learned in the class room is the focus

to be tested. Meanwhile, construct validity refers to whether a researcher can draw

the conclusion about test score that related to the concept which is being learned

and has three types of evidence that can be used to demonstrate a research

instrument has construct validity. And criterion validity is any other instrument

that measures the same variable.39

37G. David Garson, Validity and Reliability, (North Carolina: Statistical Publishing

Associates, 2013), p. 8. 38Ibid, p. 9. 39Roberta Heale and Alison Twycross, Validity and Reliability in Quantitative Studies, Evid

Based Nurs, 18, 2015, p. 66.

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In this study, the researcher emphasized on the construct validity to know

validity of instruments research of pre-test and post-test. SPSS v20 was used to

measure the validity of the instrument. The validity of each item (rcount) is

compared with rtable. In this case, rtable is 0.413. If rcount > rtable the test items are

valid, with the significance level 0.05. The result of the validity test is showed at

Appendix 11.

F. Reliability

Consistency of an instrument was related to Reliability. A test has to be

reliable if it is used in the same situation on repeated occasions and the result of

measurements obtained relatively consistent. Cresswell said that reliability is the

stability and consistency of students’ scores when administered the instrument in

many times at different times.40 The researcher concludes that reliability helps the

researcher t know the instrument research was suitable to use in pre-test and post-

test or not.

The reliability in this research was analyzed by SPSS v20. Meanwhile, the

test items were reliable after being analyzed by SPSS v20. The Cronbach’s alpha

score shows 0.664 which was higher than the significance level 0.60. Therefore,

the instrument of the research was reliable. The detail result of the reliability test

is showed in Appendix 12.

G. The Technique of Analyzing Data

Test is used to collect data. The data of the test is used to find out the result of

students vocabulary achievement by using guessing game in experiment class and

without using guessing game in control. Moreover, technique of data analysis in

this research is using t-test. This test is used to find out the differences between

students’ pre-test and post-test score in experiment and control class. Before

conducting the t-test, normality and homogeneity test are measured.

40Creswell, op.cit, p. 159.

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1. Test of Normality

The initial step before doing the research is to test the normality to indicate

that the sample came from a normal distribution or not. The score of normality

test must be above 0,05, in order to have the normal data.

2. Test of Homogeneity

Homogeneity test is used to know the data that come are homogenous

variance or not. The test is aimed to see the similarity of the condition of two

population. The score of this test should be above 0,05 in order to have the

homogenous data.

3. Hypothesis Testing

The test of hypothesis will be applied to find out whether the hypothesis is

accepted or rejected. In order to test the hypothesis, the t-test is employed. The

hypothesis will be accepted if the level of significance is lower than 0,005. In

doing the analysis of normality test, the homogeneity test, and the hypothesis

testing, the researcher will use IBM SPSS Version 20.

The vocabulary scores of the pre-test and post-test will be compared using a t-

test to determine if there is any significant differences in the students’ vocabulary

achievement before and after guessing game treatment. Here are the hypothesis

for students’ vocabulary achievement.

The hypothesis was using t-test formula which is:

𝑡 =𝑀𝑥 − 𝑀𝑦

√(Σ𝜒2 + Σ𝑦2

𝑁𝑥 + 𝑁𝑦 − 2) (1

𝑁𝑥+

1𝑁𝑦

)

Note:

Mx : Mean score of posttest in the experiment class

My : Mean score of posttest in the control class

x : Deviation score in the experiment class

y : Deviation score in the control class

Nx : Number of students of the experiment class

Ny : Number of students of the control class

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After measuring the t-test value, it will be compared between the t-test

value and t-table. The testing hypothesis uses the significance degree of 0.05, the

description is explained below:

If t0 < ttable, Ha is accepted and H0 is rejected.

If t0 > ttable, Ha is rejected and H0 is accepted.

H. Hypothesis of The Research

This study is to answer such a question “is there any significant difference

between the students’ vocabulary achievement through guessing games and

without guessing games?” To obtain the answer, the researcher proposes Null

Hypothesis (H0) and Alternative Hypothesis (Ha) as below:

1. Null Hypothesis (H0): There is no significant difference between the students’

vocabulary achievement by using guessing games and without using guessing

games to the eighth grade students of SMP Mumtaza Islamic School.

2. Alternative Hypothesis (Ha): There is significant difference between the

students’ vocabulary achievement through guessing games and without

guessing games to the eighth grade students of SMP Mumtaza Islamic School.

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CHAPTER IV

RESEARCH FINDINGS AND DISCUSSION

A. Research Findings

1. The Description of Data

The data of students’ achievement divided into two kinds, namely the data in

experiment class and the data in control class, which were gained from pre-test and

post-test that were applied in the both of class.

a. The Data of Experiment Class

In the following table is the score of pre-test and post-test in experiment

class.

Table 4.1 Pre-test and Post-test Score of Experiment Class

Students

(N)

Experiment Class Gained Score

Pre-test Post-test

S1 65 90 25

S2 40 75 35

S3 45 75 30

S4 70 85 15

S5 20 65 45

S6 55 75 20

S7 70 80 10

S8 75 85 10

S9 55 75 20

S10 55 70 15

S11 60 75 15

S12 55 75 20

S13 40 65 25

S14 45 60 15

S15 50 70 20

S16 60 90 30

S17 65 80 15

S18 35 60 25

S19 70 70 0

S20 55 70 15

S21 25 65 40

S22 60 75 15

S23 45 75 30

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S24 30 70 40

S25 70 85 15

S26 70 75 5

S27 45 75 30

S28 50 70 20

S29 70 80 10

S30 60 80 20

ΣN = 30 Σ X0 = 1610 Σ X1 = 2240 Σ X2 = 630

Mean 53.67 74.67 21.00

Max 75 90

Min 20 60

Table 4.1 shows the result of pre-test and post-test in experiment class. The

lowest score of pre-test was 20 and the highest score was 75. Besides, the

lowest score of post-test was 60 and the highest score was 90. The average of

pre-test was 53.67 and post-test was 74.67. After conducting pre-test and post-

test, the average of gained score that the researcher got was 21.00. The average

of post-test after the students got treatment using guessing game was higher

than the average of pre-test before the students got treatment.

b. The Data of Control Class

In the following table is the score of pre-test and post-test in control class.

Table 4.2 Pre-test and Post-test Score of Control Class

Students

(N)

Control Class Gained Score

Pre-test Post-test

S1 55 70 15

S2 70 75 5

S3 35 55 20

S4 75 80 5

S5 75 75 0

S6 70 75 5

S7 70 75 5

S8 65 70 5

S9 75 80 5

S10 45 70 25

S11 60 60 0

S12 70 60 10

S13 65 70 5

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S14 70 75 5

S15 50 55 5

S16 65 65 0

S17 55 60 5

S18 45 60 15

S19 70 80 10

S20 70 70 0

S21 65 70 5

S22 55 65 10

S23 70 75 5

S24 50 65 15

S25 65 70 5

S26 60 70 10

S27 60 65 5

S28 75 75 0

S29 70 80 10

S30 70 75 5

ΣN = 30 Σ X0 = 1895 Σ X1 = 2090 Σ X2 = 195

Mean 63.17 69.67 6.50

Max 75 80

Min 35 55

Table 4.2 shows the result of pre-test and post-test in control class. The

lowest score of pre-test was 35 and the highest score was 75. Furthermore, the

lowest score of post-test was 55 and the highest score was 80. The average of

pre-test was 63.17 and post-test was 69.67. After conducting pre-test and post-

test, the average of gained score that the researcher got was 6.50. It means the

gained score of the control class is lower than the experiment class.

2. The Analysis of Data

a. Test of Normality

Normality test is used to check how normal the distribution of the score.

Normality test was tested by using Kolmogrov-Smirnov method in IBM SPSS

Statistics Version 20 to measure the normality of both test, pre-test, and post-

test.

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Table 4.3 The Result of Normality Test of Pre-test

One-Sample Kolmogorov-Smirnov Test

Pre-test

Experiment

Pre-test Control

N 30 30

Normal Parametersa,b Mean 53.67 63.17

Std. Deviation 14.440 10.296

Most Extreme Differences

Absolute .137 .213

Positive .096 .125

Negative -.137 -.213

Kolmogorov-Smirnov Z .75 1.17

Asymp. Sig. (2-tailed) .629 .131

a. Test distribution is Normal.

b. Calculated from data.

The normality calculation used One-Sample Kolmogrov-Smirnov Test. To

conclude that the data distribution is normal, the absolute differences (D)

should less than Kolmogrov-Smirnov critical points of 30 = 0.242. The absolute

differences of experiment class pre-test is 0.137 and the absolute differences of

control class pre-test is 0.213 which are less than Kolmogrov-Smirnov critical

point. Therefore, the distribution of pre-test from experiment class and control

class is normal. Moreover, the data of Kolmogrov-Smirnov Z in experiment

class is 0.75 while control class is 1.17. It is higher than the significant value

which is 0.05 and then it can be stated that the data of pre-test in the experiment

class and control class are distributed normally.

Table 4.4 The Result of Normality Test of Post-test

One-Sample Kolmogorov-Smirnov Test

Post-test

Experiment

Post-test

Control

N 30 30

Normal Parametersa,b Mean 74.67 69.83

Std. Deviation 7.761 7.130

Most Extreme Differences

Absolute .183 .176

Positive .183 .101

Negative -.150 -.176

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Kolmogorov-Smirnov Z 1.00 .96

Asymp. Sig. (2-tailed) .268 .311

a. Test distribution is Normal.

b. Calculated from data.

Table 4.4 shows that the Absolute Differences (D) of experiment class post-

test is 0.183 and the absolute difference of control class post-test is 0.176,

which are less than Kolmogrov-Smirnov critical point of 30 = 0.242. Therefore,

the distribution of post-test from experiment class and control class is normal.

Besides, the data of Kolmogrov-Smirnov Z in experiment class is 1.00 while

the control class is 0.96. It is higher than the significant value which is 0.05 and

then it can be stated that the data of post-test in both classes are distributed

normally.

b. Test of Homogeneity

Based on the calculation of normality, the researcher got the result that all

data in pre-test and post-test of both experiment class and control class have

been normality distributed. The next step of the calculation was finding

homogeneity of the data. The purpose of this calculation was to know whether

the data in both classes homogenous or heterogeneous. The researcher also

used IBM SPSS Statistics Version 20 to calculate the homogeneity of the data.

The result of homogeneity test from pre-test is presented below:

Table 4.5 The Result of Homogeneity Test of Pre-test

Test of Homogeneity of Variances

Pre-test Experiment and Control Class

Levene Statistic df1 df2 Sig.

3.109 1 58 .083

The homogeneity test result in Table 4.5 shows that the significance result

of the pre-test of both experiment class and control class is 0.083. The data

would be homogenous if the result data calculation is higher than 0.05. The

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significant score is higher than 0.05 (0.083 > 0.05). Therefore, it can be

concluded that the data of pre-test are homogenous.

Table 4.6 The Result of Homogeneity Test of Post-test

Test of Homogeneity of Variances

Post-test Experiment and Control Class

Levene Statistic df1 df2 Sig.

.027 1 58 .871

The data in Table 4.6 shows that the significance result of the post-test of

both experiment class and control class are 0.871. With the criteria that

homogenous data should have significance more than 0.05, it can be concluded

that the post-test of this research is homogenous. This is shown by the data that

the significance is 0.871 which makes 0.871 > 0.05.

c. t-Test

One of the criteria in employing this test in research is that the data should

be normal and homogenous. Considering the fact that the normality and

homogeneity of the data are fulfilled, t-test can be employed to analyze the

result of this research. t-Test is a statistical test which is used to test the null

hypothesis validity that there are no significant differences between two mean

of the random sample.1 This test is to prove whether there are any significant

differences between students’ vocabulary achievement in experiment and

control classes. Table 4.7 is the recapitulation of the data which describe the

comparison between experiment class and control class.

Table 4.7 The Result of t-Test of Post-test

Group Statistics

Class N Mean Std. Deviation Std. Error Mean

Post-test Experiment Class 30 74.7 7.76 1.417

Control Class 30 69.8 7.13 1.302

1Anas Sudijono, Statistik Pendidikan. (Jakarta: Rajawali Pers, 2008), p. 277.

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Independent Samples Test

Levene's

Test for

Equality of

Variances

t-test for Equality of Means

F Sig. t df Sig. (2-

tailed)

Mean

Difference

Std. Error

Difference

95% Confidence

Interval of the

Difference

Lower Upper

Post-

test

Equal variances

assumed .027 .871 2.512 58 .015 4.833 1.924 .982 8.685

Equal variances

not assumed

2.512 57.588 .015 4.833 1.924 .981 8.685

After the treatment, the result of post-test of both experiment and control

class shows that t (df = 58) = 2.512, p = 0.015. It indicated that there was

significant difference between the experiment class (M = 74.6, SD = 7.76) and

the control class (M = 69.83, SD = 7.13).

The data of the table shows the result of t0 which is 2.512 with the Sig. (2-

tailed) 0.015. Then, the t0 is compared to the ttable to know whether using

guessing game is effective to enhance students’ vocabulary achievement or not.

The ttable of 0.05 as the significance level is 1.672 with 58 of the degree of

freedom (df). Then, it can be found that t0 (2.512) > ttable (1.672) and the Sig.

(2-tailed) is 0.015 < 0.05. It means that the guessing game is effective to

enhance students’ vocabulary achievement.

3. Test of Effect Size

The Cohen’s Classification of effect size was used to obtain the effect size

level of the study. The formula is:

𝑑 =(𝑚𝑒𝑎𝑛 𝑜𝑓 𝐸𝑥𝑝𝑒𝑟𝑖𝑚𝑒𝑛𝑡 𝐶𝑙𝑎𝑠𝑠 − 𝑚𝑒𝑎𝑛 𝑜𝑓 𝐶𝑜𝑛𝑡𝑟𝑜𝑙 𝐶𝑙𝑎𝑠𝑠)

𝑃𝑜𝑜𝑙𝑒𝑑 𝑆𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝐷𝑒𝑣𝑖𝑎𝑡𝑖𝑜𝑛

The criteria of effect size:

- 0.2 = small effect size

- 0.5 = medium effect size

- 0.8 = large effect size

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Experiment Control

Table 4.8 Descriptive Statistics

Descriptive Statistics

N Minimum Maximum Mean Std. Deviation

Post-test of Experiment 30 60 90 74.67 7.761

Post-test of Control 30 55 80 69.83 7.130

Valid N (listwise) 30

Table 4.8 shows that the mean score of experiment class is 74.67 while the control

class is 69.83. Furthermore, the Standard Deviation of experiment class is 7.76 and

the control class is 7.13. The calculations are:

SDpooled = √𝑆𝐷2 + 𝑆𝐷2𝑎𝑠𝑎𝑠𝑎𝑠𝑎𝑠𝑎𝑠𝑎𝑠2𝑏𝑏𝑏

SDpoole = √(7.762 + 7.132)2𝑎𝑠𝑎𝑠𝑎𝑠𝑎

SDpoole = √(60.23 + 50.8)3𝑎𝑠𝑎𝑠𝑎𝑠𝑎

SDpoole = √55.53

SDpoole = 7.45

𝑑 =(𝑚𝑒𝑎𝑛 𝑜𝑓 𝐸𝑥𝑝𝑒𝑟𝑖𝑚𝑒𝑛𝑡 𝐶𝑙𝑎𝑠𝑠 − 𝑚𝑒𝑎𝑛 𝑜𝑓 𝐶𝑜𝑛𝑡𝑟𝑜𝑙 𝐶𝑙𝑎𝑠𝑠)

𝑃𝑜𝑜𝑙𝑒𝑑 𝑆𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝐷𝑒𝑣𝑖𝑎𝑡𝑖𝑜𝑛

𝑑 =(74.67 − 69.83)

7.45

𝑑 =4.83

7.45

𝑑 = 0.6

Based on the calculation result, the effect size level of the study is medium. It

can be proved from the 𝑑 score was 0.6. In other words, the students in experiment

class are affected by guessing game that their vocabulary achievement is enhanced.

/ 2

/ 2

/ 2

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4. Hypothesis Test

The research was conducted in order to answer the research question: “Is there

any significant effect of guessing game to enhance students’ vocabulary

achievement?”

The statistical hypothesis is explained as follows:

H0: There is no significant effect of guessing game to enhance students’ vocabulary

achievement.

Ha: there is a significant effect of guessing game to enhance students’ vocabulary

achievement.

In addition, the assumption of the statistical hypothesis:

a. If t0 > ttable with the significance level 0.05 or if the Sig (2-tailed) < 0.05, then

H0 (Null Hypothesis) is rejected and Ha (Alternative Hypothesis) is accepted.

It means that the mean scores of the experiment class are higher than the mean

scores of the control class. So, it indicated that the guessing game is effective

to enhance students’ vocabulary achievement in the eighth grade of SMP

Mumtaza Islamic School.

b. If t0 < ttable with the significance level 0.05 or of the Sig (2-tailed) < 0.05. Then

H0 (Null hypothesis) is accepted and Ha (Alternative hypothesis) is rejected. It

means that the mean scores of the experiment class are the same or lower than

the mean scores of the control class. So, it indicated that the guessing game is

not effective to enhance students’ vocabulary achievement in the eighth grade

of SMP Mumtaza Islamic School.

Based on the result of post-test of both experiment and control classes, it can

be inferred that the t0 (2.512) is higher than the ttable (1.672) in the significance level

of 0.05. To sum up, the t0 > ttable which means that H0 (Null Hypothesis) is rejected

and Ha (Alternative Hypothesis) is accepted. Then, it indicated that the guessing

game is effective to enhance students’ vocabulary achievement at the eighth grade

of SMP Mumtaza Islamic School.

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5. Interview Result

To gather information of students’ personal opinion on guessing game, the

interview was conducted to ten students that consist of 6 male students and 4

female students from experiment class who were willing and available to be

interviewed. The interview consists of three main questions that asking about

students’ opinion about the guessing game, the main role of guessing game in

students’ learning process, and the after effect of guessing game on students’

motivation in learning English vocabulary. For the detail, see Appendix 16.

The students’ answers are various. But in general, students are excited learning

English through guessing game which is implied in the answer of the first question.

The students know that their vocabulary achievement is improved through this

treatment and they are motivated to learn more. Overall, students in the

experimental class show positive opinions on guessing game.

B. Discussion

The research findings which were described showed that the better

performance of the students’ score in experiment class than the students’ score in

the control class for the post-test. It explained that there was a significant difference

between students’ improvement on vocabulary achievement in experiment class

which used guessing game and control class which did not use guessing game. It

can be proved by students’ score before and after the treatment. Before the

treatment, the average score of experiment class is 53.67 and control class is 63.17.

Based on the average score of pre-test of both class, it can be seen that the

experiment class had a lower score than the control class. Teaching vocabulary by

using guessing game is implemented in the experiment class in order to improve

students’ vocabulary achievement.

During the treatments in the experiment class, vocabulary was given by using

the guessing game. Therefore, in the experiment class, the researcher used the

variety of techniques in using the guessing game in order to make the students more

active and enjoy following the activities in the classroom. Hence, by using this

method in teaching, the students’ score of experiment class had the higher score

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than the control class in the post-test. It can be known from the average score of

experiment class was 74.67 and control class was 69.67.

After being calculated the normality test by using IBM SPSS Statistics Version

20, it can be proved that the data of both experiment and control classes in pre-test

and post-test were distributed normally. The results of pre-test showed that the data

of Kolmogrov-Smirnov in experiment class is 0.75 and the control class is 1.17. It

is higher than the significant value which is 0.05. Then, the results of post-test also

showed that the data of Kolmogrov-Smirnov in the experiment class is 1.00 and

control class is 0.96. It is higher than significant value which is 0.05. As stated in

the result of the normality test, the whole data used in this research were normal.

Based on the result of the homogeneity test, the data of both experiment and

control classes were classified as the homogeneous group of data. It can be known

from the results that the significant result of the pre-test of both experiment and

control classes is 0.083 which is higher than significant value 0.05. And then,

significance result of the post-test of both experiment and control classes is 0.871

which is higher than significant value 0.05. Therefore, the groups of the data were

proved to be categorized as homogeneous data.

Based on the result of the analysis of data, the result of the ttable in the

significance level of 0.05 is 1.672, whereas the result of t0 is 2.512. Then, it can be

defined that H0 (null hypothesis) was rejected and Ha (alternative hypothesis) was

accepted. Additionally, the effective strength of guessing game to enhance students’

vocabulary achievement is medium, it can be seen from the calculation of the effect

size.

The discussion of data confirmed that teaching and learning vocabulary by

using guessing game has medium effect in enhancing students’ vocabulary

achievement. It was shown by the students’ improvement in achieving vocabulary

by using the guessing game that is scored better than the students’ who did not have

the treatment of guessing game. For addition, teaching vocabulary by using

guessing game showed a positive effect to be implemented for students especially

for the eighth-grade students’ of SMP Mumtaza Islamic School.

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Moreover, it is also strengthened by students interview result that students are

excited learning English through guessing game which is implied in the answer of

the questions and the students know that their vocabulary achievement is improved

through this treatment and they are motivated to learn more. It can happen because

the students enjoyed the various activities that are presented in the classroom.

Therefore, teachers can use diverse strategies and activities as playing the

vocabulary games, making a picture and show to the students to stimulate and

motivate students’ in learning. However, practice and do the activities outside are

needed by students in order to master their vocabulary as the Richard stated that

without an extension in acquiring the new vocabulary, learners would have had less

potential and had a little opportunity in practice.2

2Jack C. Richards and Wily A. Renandya, Methodology in Language Teaching, (Cambridge

University Press, 2002) p. 255.

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CHAPTER V

CONCLUSION AND SUGGESTION

A. Conclusion

This research is purposed to obtain empirical evidence about the effect of

guessing game to enhance students’ vocabulary achievement in eighth-grade

students of SMP Mumtaza Islamic School in Academic Year 2018/2019. The

conclusion is drawn from the findings and discussion in the previous chapter.

Specifically, the conclusion is described and explained in the following paragraph.

Based on the findings and discussion in the previous chapter, teaching

vocabulary by using guessing game is appropriate to be applied in the class. It can

be seen from the students mean score of post-test in the experiment class 74,67

which was higher than the pre-test score 53.67 with gained score 21.00. From the

data analysis, it can be found that t0 2.512 is higher than the ttable 1.72 in the

significance level of 0.05. Then, it can be said t0 > ttable which means that H0 (null

hypothesis) is rejected and Ha (alternative hypothesis) is accepted. Moreover, after

calculating the data to see how significant effect is, then the result showed that the

effect size of guessing game to enhance students’ vocabulary achievement is

medium (0.6).

Then it can be concluded that guessing game has a moderate effect to enhance

students’ vocabulary achievement at the eighth grade students of SMP Mumtaza

Islamic School.

B. Suggestion

Based on the research that had been conducted, the researcher would like to

present some suggestions for the teachers, students, and other researchers who are

interested in this particular field.

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1. Teachers

Teacher is facilitator and become the key of the successful of teaching and

learning English. Teachers should be more creative in delivering the activities in

the classroom as use guessing game as the method of learning. It is recommend for

the teachers to implement that kinds of guessing game in the classroom that was

proved by the researcher. Guessing games that can be an alternative strategy to

teach vocabulary effectively.

2. Students

It is suggested for the students to practice the vocabulary inside or outside the

classroom by playing guessing game that students can use as the medium of

learning to enhance their vocabulary achievement.

3. Researchers

It is useful for further researchers to conduct the research with the bigger

samples of data, various method learning, discovering any kinds of research

finding, etc. Moreover, a quasi-experimental method is needed to enable the

researcher to have a valid conclusion and see the improvement of the research

finding whether the result is consistent or not.

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REFERENCES

Akqahtani, Mofareh. The Importance of Vocabulary in Language Learning and

How to be Taught. International Journal of Teaching and Education, 2015.

Allen, Virginia French. Techniques in Teaching Vocabulary. New York: Oxford

University Press, 1983.

Arikunto, Suharsimi. Prosedur Pnenelitian; Suatu Pendekatan Praktik. Jakarta:

Rineka Cipta, 2006.

Brown, H. Douglas. Teaching by Principles: An Interactive Approach to Language

Pedagogy Second Edition. California: Pearson Education, 2000.

Cervantes, Emerita P. Livening Up College English Classes with Games. English

Teaching Forum, No. 3, 2009.

Creswell, J. W. Educational Research: Planning, Conducting and Evaluating

Quantitative and Qualitative Research. London: Pearson Education Inc.,

2012.

Crookall, David. and Oxford, Rebecca L.. Simulation, Gaming and Language

Learning. New York: Newburry House Publisher, 1990.

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Dasar dan Struktur Kurikulum Bahasa Inggris SMP dan MTs. Jakarta, 2006.

Ersoz, Aydan. http://www.teflgames.com/why.html. Six Game for the EFL/ESL

Classroom. The Internet Journal, Vol. VI, No.6, June 2000.

Fraenkel, J. R., Wallen, N. E., & Hyun, H. How to Design and Evaluate Research

in Education (8th ed.). New York: McGraw-Hill, 2012.

Gairns, Ruth. and Redman, Stuart. Working with Words a Guide to Teaching and

Learning. New York: Cambridge University Press, 1986.

Fuqon, Fajar, Correlation between Students’ Vocabulary Mastery and Their

Reading Comprehension, Journal of English and Education, 2013

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Heale, Roberta and Twycross, Alison. Validiy and Reliability in Quantitative

Studies. Evid Based Nurs, 2015.

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Houston, Hall. Playing Games, Modern English Teacher, Vol. 18. 2005

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Kementrian Pendidikan dan Kebudayaan. When English Rings a Bell: Buku Guru

SMP/MTs Kelas 8. Jakarta: Kementrian Pendidikan dan Kebudayaan, 2014.

Ketterlinus, Leila. Using Games in Teaching Foreign Languages. New York:

United States Military Academy, 2017.

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Junior Middle School. March 3th 2017.

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New York: Cambridge University Press, 2002.

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Grade Students of SMP N 4 Pupuan in Academic Year 2012/2013. English

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Denpasar University, 2013.

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Shanker, James. And Cockrum, Ward. Locating and Correcting Reading

Difficulties 10th Edition, Arizona: Pearson 2013.

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Supriyatna, Hari. The Effectiveness of Guessing Game Technique in Teaching

Vocabulary at MTs Darussalam. (The Departement of English Education,

Faculty of Tarbiyah and Teachers’ Training, State Islamic University Syarif

Hidayatullah Jakarta, 2014.

Thornbury, Scott. How to Teach Vocabulary. Longman: Pearson Education, 2002.

Tovey, Duane R. The Psycholinguistic Guessing Game. National Council of

Teachers of English, Language Arts, Vol. 53, No. 3 March 1976.

Wallace, Michael J., Teaching Vocabulary. Oxford: The English Language Boo

Society, 1982.

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Wright, Andrew., et. al. http://www.teflgames.com/why.html. Games for Language

Learning. New York: Cambridge University Press, 1984.

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APPENDICES

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49

APPENDIX 1

QUESTION GRID OF VALIDITY

KISI-KISI SOAL UJI VALIDITAS VOCABULARY

Nama Sekolah : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Jumlah Soal/Waktu : 25/35 menit

Standar

Kompetensi

Kompetensi

Dasar

Indikator Jenis

Soal

Nomor Soal

Memahami

makna teks

tulis

fungsional

dan esai

pendek

sederhana

berbentuk

descriptive

yang

berkaitan

dengan

lingkungan

sekitar

Merespon

makna dan

langkah

retorika

dalam esai

pendek

sederhana

secara

akurat,

lancar dan

berterima

yang

berkaitan

dengan

lingkungan

dalam teks

berbentuk

descriptive

Mengidentifikasi

ciri-ciri hewan

yang ada dalam

teks pendek

berbentuk

descriptive

Mengidentifikasi

ciri-ciri

kendaraan yang

ada dalam teks

pendek

berbentuk

descriptive

Mengidentifikasi

ciri-ciri benda

yang ada dalam

teks pendek

berbentuk

descriptive

Mengidentifikasi

ciri-ciri

makanan yang

ada dalam teks

pendek

berbentuk

descriptive

Mengidentifikasi

kata sifat

(adjective) yang

menggambarkan

ciri fisik

manusia secara

akurat

Pilihan

Ganda

1,2,3,4,5

6,7,8,9,10

11,12,13,14,15

16,17,18,19,20

21,22,23,24,25

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50

a.

APPENDIX 2

INSTRUMENT OF VALIDITY TEST

Name :

Class :

Choose the correct answer by crossing (x) a, b, c, or d!

1. It has four legs and soft fur. Many people keep this animal at home but mice are afraid of it.

What kind of animal is it?

2. It’s very long. It doesn’t have any legs. It eats small animal. It’s sometimes dangerous.

What kind of animal is it?

3. It’s a very big animal/ it’s strong. It eats leaves and has four legs. It ears are wide and its nose

is long.

What kind of animal is it?

c.

b.

d.

a.

.

c.

b.

d.

.

a.

.

c.

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51

4. It’s a kind of bird but it can swim in the sea and walk on the land. It can’t fly. It eats fish and

lives in very cool country.

What kind of animal is it?

5. It’s look like a horse. It eats grass. It has got black and white stripes.

What kind of animal is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

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52

6. It is larger than a bus. It carries passengers on long journeys in the air ways.

What kind of vehicle is it?

7. It is bigger and heavier than a bike. It’s driven by one engine.

What kind of vehicle is it?

8. It is large vehicle carries passengers from one place to another. It has more than four

wheels.

What kind of vehicle is it?

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

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53

9. It has two wheels. You move it by turning its pedal around your feet.

What kind of vehicle is it?

10. It has no wheel. It sails on the sea and takes the passengers on long journey.

What kind of vehicle is it?

11. It has many programs on it. You can watch the movie to entertain yourself.

What kind of electronic is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

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54

a. TV c. AC

b. Radio d. Refrigerator

a. Remote control c. Water pump machine

b. Vacuum cleaner d. Broom

a. Refrigerator c. Electronic stove

b. Washing machine d. Water dispenser

12. It is smaller than a laptop. It’s brought to everywhere for communication.

What kind of electronic is it?

13. It can blow the air and makes our room cool. You can use remote to control it.

What kind of electronic is it?

14. It can suck the dust to clean your room.

What kind of electronic is it?

15. It can contain food and drink in cool condition. It has freezer to freeze ice cream.

16. It is sweet and cool. It has many delicious flavor: vanilla, chocolate, and strawberry.

What kind of food is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

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55

a. Orange c. Apple

b. Mango d. Grape

a. Mineral water c. Orange juice

b. Milk d. Tea

a. Tall c. Short

b. Small d. Big

17. It is delicious food from Italy. It is round and thin. It has various topping such as cheese,

sausage, and meat.

What kind of food is it?

18. This food is from chicken. It has a yellow colour inside and white colour outside.

What kind of food is this?

19. This fruit has sweet and sour flavor. Sometimes its skin is yellow, and orange.

What kind of fruit is this?

20. This drink has high calcium and make you grow faster. It is white and creamy.

What is this?

21. I have a cute little sister. She is so … and small. Her high is about 50 cm.

a

.

.

a

.

.

b.

.

b.

.

c.

d.

.

d.

.

c.

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56

a. Diligent c. Honest

b. Smart d. Loyal

a. Slimmer c. Fatter

b. Thinner d. Longer

a. Humble c. Honest

b. Responsible d. Loyal

a. Polite c. Gloomy

b. Sensitive d. Cheerful

22. Josh is very … He can solve difficult task easily

23. I have a friend namely Brian. He really likes to eat, especially junk food. But, he does not like

to do any sport exercise. That’s why he looks like more … than me

24. Stephen is very … he always tell the truth although it’s bitter.

25. Adam: Have you meet our new neighbor, Henry?

Henry: Yes, I have. I meet him at the store. Have you meet him too?

Adam: Yes, I have. What do you think about his personality?

Henry: I think he is a … man. He always laughs and tells jokes.

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57

a.

APPENDIX 3

INSTRUMENT OF PRE-TEST

Name :

Class :

Choose the correct answer by crossing (x) a, b, c, or d!

1. It has four legs and soft fur. Many people keep this animal at home but mice are afraid of it.

What kind of animal is it?

2. It’s very long. It doesn’t have any legs. It eats small animal. It’s sometimes dangerous.

What kind of animal is it?

3. It’s a very big animal/ it’s strong. It eats leaves and has four legs. It ears are wide and its nose

is long.

What kind of animal is it?

c.

b.

d.

a.

.

c.

b.

d.

.

a.

.

c.

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58

4. It’s a kind of bird but it can swim in the sea and walk on the land. It can’t fly. It eats fish and

lives in very cool country.

What kind of animal is it?

5. It’s look like a horse. It eats grass. It has got black and white stripes.

What kind of animal is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

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59

6. It is larger than a bus. It carries passengers on long journeys in the air ways.

What kind of vehicle is it?

7. It is bigger and heavier than a bike. It’s driven by one engine.

What kind of vehicle is it?

8. It is large vehicle carries passengers from one place to another. It has more than four

wheels.

What kind of vehicle is it?

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

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60

9. It has two wheels. You move it by turning its pedal around your feet.

What kind of vehicle is it?

10. It has no wheel. It sails on the sea and takes the passengers on long journey.

What kind of vehicle is it?

11. It has many programs on it. You can watch the movie to entertain yourself.

What kind of electronic is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

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61

a. TV c. AC

b. Radio d. Refrigerator

a. Remote control c. Water pump machine

b. Vacuum cleaner d. Broom

a. Refrigerator c. Electronic stove

b. Washing machine d. Water dispenser

12. It is smaller than a laptop. It’s brought to everywhere for communication.

What kind of electronic is it?

13. It can blow the air and makes our room cool. You can use remote to control it.

What kind of electronic is it?

14. It can suck the dust to clean your room.

What kind of electronic is it?

15. It can contain food and drink in cool condition. It has freezer to freeze ice cream.

16. It is sweet and cool. It has many delicious flavor: vanilla, chocolate, and strawberry.

What kind of food is it?

17. It is delicious food from Italy. It is round and thin. It has various topping such as cheese,

sausage, and meat.

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

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62

a. Orange c. Apple

b. Mango d. Grape

a. Mineral water c. Orange juice

b. Milk d. Tea

What kind of food is it?

18. This food is from chicken. It has a yellow colour inside and white colour outside.

What kind of food is this?

19. This fruit has sweet and sour flavor. Sometimes its skin is yellow, and orange.

What kind of fruit is this?

20. This drink has high calcium and make you grow faster. It is white and creamy.

What is this?

a

.

.

a

.

.

b.

.

b.

.

c.

d.

.

d.

.

c.

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63

a.

APPENDIX 4

INSTRUMENT OF POST-TEST

Name :

Class :

Choose the correct answer by crossing (x) a, b, c, or d!

1. It has four legs and soft fur. Many people keep this animal at home but mice are afraid of it.

What kind of animal is it?

2. It’s very long. It doesn’t have any legs. It eats small animal. It’s sometimes dangerous.

What kind of animal is it?

3. It’s a very big animal/ it’s strong. It eats leaves and has four legs. It ears are wide and its nose

is long.

What kind of animal is it?

c.

b.

d.

a.

.

c.

b.

d.

.

a.

.

c.

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64

4. It’s a kind of bird but it can swim in the sea and walk on the land. It can’t fly. It eats fish and

lives in very cool country.

What kind of animal is it?

5. It’s look like a horse. It eats grass. It has got black and white stripes.

What kind of animal is it?

6. It is larger than a bus. It carries passengers on long journeys in the air ways.

What kind of vehicle is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

a.

.

c.

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65

7. It is bigger and heavier than a bike. It’s driven by one engine.

What kind of vehicle is it?

8. It is large vehicle carries passengers from one place to another. It has more than four

wheels.

What kind of vehicle is it?

b.

.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

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66

9. It has two wheels. You move it by turning its pedal around your feet.

What kind of vehicle is it?

10. It has no wheel. It sails on the sea and takes the passengers on long journey.

What kind of vehicle is it?

11. It has many programs on it. You can watch the movie to entertain yourself.

What kind of electronic is it?

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a.

.

c.

b.

.

d.

.

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67

a. TV c. AC

b. Radio d. Refrigerator

a. Remote control c. Water pump machine

b. Vacuum cleaner d. Broom

a. Refrigerator c. Electronic stove

b. Washing machine d. Water dispenser

12. It is smaller than a laptop. It’s brought to everywhere for communication.

What kind of electronic is it?

13. It can blow the air and makes our room cool. You can use remote to control it.

What kind of electronic is it?

14. It can suck the dust to clean your room.

What kind of electronic is it?

15. It can contain food and drink in cool condition. It has freezer to freeze ice cream.

16. It is sweet and cool. It has many delicious flavor: vanilla, chocolate, and strawberry.

What kind of food is it?

17. It is delicious food from Italy. It is round and thin. It has various topping such as cheese,

sausage, and meat.

What kind of food is it?

a.

.

b.

.

c.

d.

.

a.

.

b.

.

c.

d.

.

a

.

.

c.

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68

a. Orange c. Apple

b. Mango d. Grape

a. Mineral water c. Orange juice

b. Milk d. Tea

18. This food is from chicken. It has a yellow color inside and white color outside.

What kind of food is this?

19. This fruit has sweet and sour flavor. Sometimes its skin is yellow, and orange.

What kind of fruit is this?

20. This drink has high calcium and make you grow faster. It is white and creamy.

What is this?

a

.

.

b.

.

b.

.

d.

.

d.

.

c.

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69

APPENDIX 5

ANSWER KEY OF POST-TEST

ANSWER KEY OF PRE-TEST

1. C

2. C

3. B

4. A

5. D

6. B

7. A

8. A

9. D

10. C

11. D

12. A

13. C

14. B

15. A

16. B

17. D

18. B

19. A

20. B

21. C

22. B

23. C

24. C

25. D

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70

APPENDIX 6

ANSWER KEY OF PRE-TEST

ANSWER KEY OF PRE-TEST

1. C

2. C

3. B

4. A

5. D

6. B

7. A

8. A

9. D

10. C

11. D

12. A

13. C

14. B

15. A

16. B

17. D

18. B

19. A

20. B

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71

APPENDIX 7

ANSWER KEY OF POST-TEST

ANSWER KEY OF POST-TEST

1. C

2. C

3. B

4. A

5. D

6. B

7. A

8. A

9. D

10. C

11. D

12. A

13. C

14. B

15. A

16. B

17. D

18. B

19. A

20. B

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72

APPENDIX 8

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS EKSPERIMEN

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Animal

Skill : Reading (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 1

A. Standar Kompetensi

5. Memahami makna teks fungsional dan esai pendek sederhana berbentuk descriptive

yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berkaitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam monolog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text

Siswa dapat engidentifikasi generic structure dan informasi yang ada dalam

descriptive text

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif

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73

F. Materi Pembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as blue as sky.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks Deskripsi

G. Metode dan Model Pembelajaram

Metode pembelajaran : Guessing Game

Langkah-langkah:

1. Guru membuat 5 kelompok yang terdiri dari 6 siswa dalam 1 kelas.

2. Tiap kelompok diberikan list of words yang diambil dari materi pelajaran.

3. Tiap kelompok harus berdiskusi dengan anggotanya untuk mendeskripsikan

kata-kata yang telah diberikan dengan bahasa Inggris.

4. Tiap kelompok diberi nomor dan giliran untuk presentasi.

Once of the tallest and the most interesting animals is giraffe. Male giraffes are usually

about six meters tall. The longest part of its body is its neck which is longer than its legs.

A giraffe has big brown eyes. It has brown spots on tan skin and two short horns on its

head. Like the camel, the giraffe can go along time without drinking water. One source

of the water is the leaves which the giraffe eats from trees. Since it is do tall, the giraffe

can reach the tender leaves at the top of the tree.

Giraffes usually live in small herds and often feed with other animals. A baby giraffe is

two meters tall at birth. It can stand up by itself within a few minutes and can run well

in about two days.

Giraffes have two methods of self-protection. If something frightens an adult giraffe, it

can gallop away at about fifty kilometers per hour or stay to fight with its strong legs.

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74

5. Kelompok yang lain bersiap untuk menjawab, jika jawaban salah akan dilempar

ke kelompok berikutnya.

7. Kelompok yang berhasil menjawab akan mendapatkan poin.

8. Kelompok yang mendapatkan poin tertinggi menjadi juara dari Guessing Game

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Pertemuan I

Sebelum kegiatan pembelajaran berlangsung, guru memberikan pretest kepada siswa untuk

mengukur kemampuan awal siswa.

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi

sebelumnya dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa diberikan teks berbentuk descriptive text materi

Animal.

2) Siswa secara berkelompok diminta untuk

mendiskusikan isi dari teks deskriptif. Kemudian

siswa ditanya perihal isi teks deskriptif.

3) Siswa memperhatikan penjelasan guru tentang

descriptive text, generic structure, dan language

feature yang digunakan di teks deskriptif.

4) Siswa diminta untuk membaca teks secara bergantian.

Kemudian siswa diminta untuk menentukan generic

structure teks deskriptif tersebut.

5) Guru memberikan Guessing Game dan langkah-

langkahnya

50

Menit

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75

6) Siswa diminta untuk mengikuti permainan Guessing

Game dengan sebaik mungkin

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan.

2) Siswa memerhatikan informasi tentang rencana

kegiatan pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

dan informasi

yang ada dalam

descriptive text

Tes lisan

Tes tulis dan lisan

Tanya jawab

Menentukan dan

menyebutkan

Guessing Game

(Mention the new

vocabulary that you

don’t know based on

the text!)

Guessing Game

(Specify the generic

structure of the text

and tell the specific

information of the

text!)

Indikator pencapaian kompetensi:

Merespon makna yang terdapat dalam monolog pendek sederhana berbentuk descriptive.

Rubrik Penilaian Menjawab Pertanyaan

Kritria Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

lancar

Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

kurang

lancar.

Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

tidak lancar.

Jika respon

benar,

ucapan

benar,

intonasi

salah, dan

pengucapan

tidak lancar.

Jika respon

kurang tepat,

ucapan salah,

intonasi

salah, dan

pengucapan

tidak benar

Skor 5

(Excellent)

4

(Very good)

3

(Good)

2

(Fair)

1

(Poor)

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76

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hanif Masyhur

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77

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS EKSPERIMEN

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive text

Tema : Animal

Skill : Reading & Speaking (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 2

A. Standar Kompetensi

4. Mengungkapkan makna dalam teks lisan fungsional dan monolog pendek sederhana

yang berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Mengungkapkan makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

4.2 Mengungkapkan makna dalam monolog pendek sederhana dengan menggunakan

ragam bahasa lisan secara akurat, lancar, dan bertemia untuk berinteraksi dengan

lingkungan sekitar dalam teks berbentuk descriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar..

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam moolog pendek sederhana berbentuk

descriptive.

Mengungkapkan makna yang terdapat dalam dialog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text

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78

Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive text.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk descriptive text.

Siswa dapat mengungkapkan makna yang terdapat dalam dialog pendek sederhana

berbentuk descriptive text.

F. Materi Pembelajaran

1. The Characteristic of Descriptive text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as blue as sky.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks Deskripsi

The Sea Eagle

There is an eagle nesting on the tree near my grandparent’s house

in Pangandaran. It was a sea eagle.

The color of its feather is light brown. It has a strong and sharp

yellowish beak. Its claws are very sharp. It hunts for fish in the sea

but sometimes it hunts chickens and small birds.

Eagles have many shapes, sizes, and colors but the sea eagle is easy

to recognize because it has a strong a streamlined, sharp beak and a

stream-line body.

Its forelimbs (or arms) serve as wings. This means that they are of

little use for anything excepts flying. It walks on two legs and has a

very flexible neck and strong beak to handle foods, to care for its

feathers, and for many others jobs that non-flying animals do with

paws, claws, or hands on their forelimbs.

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79

5. Dialog

Read the following dialogue!

Anne and Rico are in a zoo. They are looking at some birds in the cages.

Anne : “What’s so special about birds? Tell me about them.”

Rico : “Of course, most birds can fly.”

Anne : “Do you know birds that can’t fly?”

Rico : “Hmm… Ostriches, Emus, and the bird from Papua… what’s its name?”

Anne : “Oh, Cassowary, right?”

Rico : “Sure, birds are beautiful! I like peacocks very much.”

Anne : “Peacocks? With their fanlike tails, right? I like them too.”

G. Metode dan Model Pembelajaram

Metode pembelajaran : Guessing Game

Langkah-langkah:

1. Guru membuat 5 kelompok yang terdiri dari 6 siswa dalam 1 kelas.

2. Tiap kelompok diberikan list of words yang diambil dari materi pelajaran.

3. Tiap kelompok harus berdiskusi dengan anggotanya untuk mendeskripsikan

kata-kata yang telah diberikan dengan bahasa Inggris.

4. Tiap kelompok diberi nomor dan giliran untuk presentasi.

5. Kelompok yang lain bersiap untuk menjawab, jika jawaban salah akan dilempar

ke kelompok berikutnya.

7. Kelompok yang berhasil menjawab akan mendapatkan poin.

8. Kelompok yang mendapatkan poin tertinggi menjadi juara dari Guessing Game

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Video

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

10

Menit

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80

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi

sebelumnya dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

Inti Elaborasi

1) Siswa diberikan dialog, kemudian guru memandu

siswa untuk membaca dialog secara bersama.

2) Setiap siswa mempraktikkan dialog berpasangan

dengan teman sebangkunya secara bersama-sama.

3) Siswa ditanya tentang burung elang dan ciri-cirinya.

4) Siswa diberi teks deskriptif tentang burung elang dan

soal sesuai dengan teks.

5) Siswa dan guru membahas jawaban dan menentukan

generic structure of the text secara bersama.

6) Siswa menonton video cerita inspirasi tentang burung

elang dan ditanya tentang nilai moral yang didapat

dari video tersebut.

7) Siswa diminta untuk mencari/make list vocabulary

baru yang ada pada teks dengan bantuan kamus atau

teman.

8) Guru memberikan Guessing Game dan langkah-

langkahnya

9) Siswa diminta untuk mengikuti permainan Guessing

Game dengan sebaik mungkin

50

Menit

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta

membahas kosakata-kosakata baru.

2) Siswa memerhatikan informasi tentang rencana

kegiatan pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

Tes lisan

Tes dan lisan

Tanya jawab

Menyebutkan

Mention the new

vocabulary that you

don’t know based on

the text!

Mention the generic

structure of the text!

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81

LEMBAR PENILAIAN

LEADING ALOUD

Nama :

Kelas :

No. Aspek Skor Total

50 60 70 80

1. Fluency

2. Accuracy

3. Pronounciation

4. Intonation

Keterangan:

1. Fluency

50 : Bila terjadi hesitasi

60 : Lancar, tapi masih ada hesitasi

70 : Lancar

80 : Sangat lancar

2. Accuracy

50 : Semua ucapan tidak tepat diucapkan

60 : Sebagian kecil ucapan tepat diucapkan

70 : Sebagian besar ucapan tepat diucapkan

80 : Semua ucapan tepat diucapkan

3. Pronounciation

50 : Semua ucapan tidak dapat dipahami

60 : Sebagian kecil ucapan sudah dapat dipahami

70 : Sebagian besar ucapan sudah dapat dipahami

80 : Semua ucapan dapat dipahami

4. Intonation

50 : Tekanan/irama semua kata salah

60 : Tekanan/irama sebagian kecil kata benar

70 : Tekanan/irama sebagian besar kata benar

80 : Tekanan/irama semua kata, frasa, dan kalimat benar

Format Penskoran

Betul semua = 5 x 20

Total skor = 100

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82

K. Instrumen

Answer the following question based on the text!

1. What do you know about eagles?

2. Why is the sea eagle easy to recognize?

3. What do you think of its flying? Is it easy or hard to do?

4. What do the forelimbs of an sea eagle do?

5. What are the sea eagle’s neck and beak like?

Kunci Jawaban

1. Various answer

2. Because it has strong and sharp beak and stream-line body.

3. Various answers

4. They serve as wings.

5. The neck is flexible and the beak is strong.

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hanif Masyhur

Page 95: THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

83

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS EKSPERIMEN

SatuanPendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : BahasaInggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Place

Skill : Reading & Speaking (Vocabulary)

AlokasiWaktu : 2 x 35 Menit

Pertemuanke- : 3

A. StandarKompetensi

4. Mengungkapkan makna dalam teks lisan fungsional dan monolog pendek sederhana

yang berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Mengungkapkan makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. KompetensiDasar

4.2 Mengungkapkan makna dalam monolog pendek sederhana dengan menggunakan

ragam bahasa lisan secara akurat, lancar, dan bertemia untuk berinteraksi dengan

lingkungan sekitar dalam teks berbentuk descriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosa kata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam monolog pendek sederhana berbentuk

descriptive.

Mendeskripsikan suatu tempat dalam bentuk monolog pendek sederhana secara

lisan..

D. KarakterSiswa yang Diharapkan

Percayadiri (Confident)

Tekun (Diligence)

Rasa hormatdanperhatian (Respect)

Tanggungjawab (Responsibility)

E. TujuanPembelajaran

Siswa dapat mengidentifikasi kosa kata baru yang ada dalam descriptive text

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84

Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

Siswa dapat mendeskripsikan suatu tempat dalam bentuk monolog pendek

sederhana secara lisan.

F. MateriPembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as red as blood.

2. Ucapan, tekanan, danintonasi

3. Ejaan dan tanda baca

4. Teks

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85

G. Metode dan Model Pembelajaram

Metode pembelajaran : Guessing Game

Langkah-langkah:

1. Guru membuat 5 kelompok yang terdiri dari 6 siswa dalam 1 kelas.

2. Tiap kelompok diberikan list of words yang diambil dari materi pelajaran.

3. Tiap kelompok harus berdiskusi dengan anggotanya untuk mendeskripsikan

kata-kata yang telah diberikan dengan bahasa Inggris.

4. Tiap kelompok diberi nomor dan giliran untuk presentasi.

5. Kelompok yang lain bersiap untuk menjawab, jika jawaban salah akan dilempar

ke kelompok berikutnya.

7. Kelompok yang berhasil menjawab akan mendapatkan poin.

8. Kelompok yang mendapatkan poin tertinggi menjadi juara dari Guessing Game

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Brochure

LembarKerjaSiswa (LKS)

BukupaketBahasaInggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi

sebelumnya dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi 50

Menit

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86

1) Siswa diberikan teks deskripsi berbentuk brosur.

Kemudian siswa membacanya dan menuliskan

vocabulary journal sesuai arahan dari guru.

2) Siswa diberikan soal berdasarkan teks yang telah

diberikan. Kemudian siswa menjawabnya.

3) Siswa dan guru mendiskusikan jawaban dan

menentukan generic structure of the text.

4) Siswa secara berkelompok mengidentifikasi suatu

tempat beserta fasilitas yang diberikan.

5) Guru memberikan Guessing Game berdasarkan

kosakata yang ada pada teks brosur.

6) Siswa diminta untuk mengikuti permainan Guessing

Game dengan sebaik mungkin

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta

membahas kosa kata-kosa kata baru.

2) Siswa memerhatikan informasi tentang rencana

kegiatan pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam

penutup.

10

Menit

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosa kata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

dan informasi

yang ada pada

descriptive text

Tes tulis

Tes tulis dan lisan

Menuliskan kosa

kata dan artinya

Menentukan dan

menyebutkan

Guessing Game

(Write the new

vocabulary and

their meaning based

on the text!)

Guessing Game

(Specify the generic

structure of the text

and tell thespesific

information of the

text!)

Format Penskoran

Betul semua = 5 x 20

Total skor = 100

Rubrik Penilaian Speaking

1. Vocabulary (Kosakata)

5 : Hampir sempurna

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87

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

2. Fluency (Kelancaran)

5 : Sangat lancar

4 : Lancar

3 : Cukup lancar

2 : Kurang lancar

1 : Tidak lancar

3. Accuracy (Ketelitian)

5 : Sangat teliti

4 : Teliti

3 : Cukup teliti

2 : Kurang teliti

1 : Tidak teliti

4. Pronounciation (Pengucapan)

5 : Hampir sempurna

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

5. Intonation (Intonasi)

5 : Hampir sempurna

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

6. Understanding (Pemahaman)

5 : Sangat memahami

4 : Memahami

3 : Cukup memahami

2 : Kurang memahami

1 : Tidak memahami

7. Diction (Pilihan Kata)

5 : Sangat variatif dan tepat

4 : Variatif dan tepat

3 : Cukup variatif dan tepat

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88

2 : Kurang variatif dan tepat

1 : Tidak variatif dan tepat

K. Instrumen

Activity 1

No. Vocabularies Meaning

Activity 2

Work it with your partner. Answer the following question based on the text!

1. What makes the hotel different from other hotels?

2. Mention some hotels facilities!

3. Describe how the rooms of the hotel looks like!

4. Describe how the bathroom looks like!

5. What is the motto of the hotel?

Kunci Jawaban

1. It looks like a classic castle in Europe.

2. It has 100 rooms, a fancy restaurant, complete sport facilities including a swimming

pool, tennis court, a gym and sauna, a coffee shop, karaoke room, etc.

3. The rooms look very comfortable. It consists of a big spring bed with big pillows, a

nice sofa, a wardrobe, and a television system with programs from all over the world.

4. It is very beautiful although it is not very big. It has a bath-tub with hot and cold water

so guests can bath in it comfortably.

5. Hospitality is our trademark.

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra.Rachmayanti

Peneliti

Rizal Hanif Masyhur

Page 101: THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

89

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS EKSPERIMEN

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Place

Skill : Listening &Reading (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 4

A. Standar Kompetensi

2. Memahami makna dalam teks lisan fungsional dan monolog pendek sederhana

berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Memahami makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

2.2 Merespon makna yang terdapat dalam monolog pendek sederhana secara akurat,

lancar, dan berterima untuk berinteraksi dengan lingkungan sekitar dalam teks berbentuk

descriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam moolog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text

Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

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Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

F. Materi Pembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as red as blood.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks

G. Metode dan Model Pembelajaram

Metode pembelajaran : Guessing Game

The Small Hotel

Henri and Karna are going to spend their holiday in Semarang. They

are going to spend one night in Semarang. For accomodation, they

usually choose a hotel in Jalan Majapahit. It is asmall hotel but it is

clean and tidy.

The hotel is located near the bus station and angkot vehicles pass

the main road in front of the hotel. Henri and Karna can go to thw

bus station by angkot. This hotel provides lodging and breakfast.

Everytime they come to the hotel, a kind receptionist helps them

choose a comfortable room with two beds. There is an indoor

bathroom in the room. Then the bellboy carries their luggage.

The cost of a room in this hotel in no too expensive. This covers the

cost of the room and the breakfast. The bellboy and the workers of

the horel are kind and friendly.

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Langkah-langkah:

1. Guru membuat 5 kelompok yang terdiri dari 6 siswa dalam 1 kelas.

2. Tiap kelompok diberikan list of words yang diambil dari materi pelajaran.

3. Tiap kelompok harus berdiskusi dengan anggotanya untuk mendeskripsikan

kata-kata yang telah diberikan dengan bahasa Inggris.

4. Tiap kelompok diberi nomor dan giliran untuk presentasi.

5. Kelompok yang lain bersiap untuk menjawab, jika jawaban salah akan dilempar

ke kelompok berikutnya.

7. Kelompok yang berhasil menjawab akan mendapatkan poin.

8. Kelompok yang mendapatkan poin tertinggi menjadi juara dari Guessing Game

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Audio and Speaker

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi

sebelumnya dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa mendengarkan instruksi dari guru mengenai

“Listening to The Radio”.

2) Siswa mendengarkan audio selama 2 x untuk mengisi

teks yang masih kosong.

3) Siswa secara berganttian maju menuliskan jawaban.

50

Menit

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92

4) Siswa mengulang mendengarkan audio untuk

mengecek jawaban yang telah ditulis.

5) Siswa menentukan generic structure of the text.

6) Siswa dengan panduan guru melatih pronounciation

of the words. Kemudian siswa ditanya artinya.

7) Guru memberikan Guessing Game

8) Siswa diminta untuk mengikuti permainan Guessing

Game dengan sebaik mungkin

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta

membahas kosakata-kosakata baru.

2) Siswa memerhatikan informasi tentang rencana

kegiatan pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic

structuredan

informasi yang

ada pada

descriptive text

Tes lisan

Tes tulis dan lisan

Tanya jawab

Menentukan dan

menyebutkan

- What is the

meaning of

spend?

- e.t.c

Specify the generic

structure of the text

and tell the spesific

information of the

text!

Format Penskoran

Listening Betul semua 14 x 5 70

True-false Betul semua 10 x 3 30

SkorTotal 100

K. Instrumen

Activity 1

Fill in the blank based on the tape record!

The Small Hotel

Henri and Karna are going to (1) their (2) in Semarang. They are going to spend one night

in Semarang. For (3) , they usually choose a hotel in Jalan Majapahit. It is asmall hotel

but it is clean and tidy.

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93

The hotel is (4) near the bus station and angkot vehicles pass the main road in front of the

hotel. Henri and Karna can go to thw bus station by angkot. This hotel provides (5) lodging and

(6)breakfast . Everytime they come to the hotel, a kind (7) receptionist helps them choose a

(8)comfortable room with two (9) beds. There is an indoor (10) bathroom in the room. Then the

bellboy carries their luggage.

The (11) cost of a room in this hotel in no too (12) expensive. This covers the cost of (13) the room

and the breakfast. The bellboy and the workers of the horel are kind and (14) friendly.

Answer Key

1. Spend 8. Comfortable

2. Holiday 9. Beds

3. Accomodation 10. Bathroom

4. Located 11. Cost

5. Lodging 12. Expensive

6. Breakfast 13. The room

7. Receptionist 14. Friendly

Activity 2

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hanif Masyhur

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94

APPENDIX 9

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS KONTROL

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Animal

Skill : Reading (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 1

A. Standar Kompetensi

5. Memahami makna teks fungsional dan esai pendek sederhana berbentuk descriptive

yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berkaitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam moolog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text.

Siswa dapat engidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

deskriptif.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

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95

F. Materi Pembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as blue as sky.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks Deskripsi

G. Metode dan Model Pembelajaram

Metode pembelajaran : Three-phase technique

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Once of the tallest and the most interesting animals is giraffe. Male

giraffes are usually about six meters tall. The longest part of its body

is its neck which is longer than its legs.

A giraffe has big brown eyes. It has brown spots on tan skin and two

short horns on its head. Like the camel, the giraffe can go along

time without drinking water. One source of the water is the leaves

which the giraffe eats from trees. Since it is do tall, the giraffe can

reach the tender leaves at the top of the tree.

Giraffes usually live in small herds and often feed with other

animals. A baby giraffe is two meters tall at birth. It can stand up by

itself within a few minutes and can run well in about two days.

Giraffes have two methods of self-protection. If something frightens

an adult giraffe, it can gallop away at about fifty kilometers per hour

or stay to fight with its strong legs.

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96

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Pertemuan I

Sebelum kegiatan pembelajaran berlangsung, guru memberikan pretest kepada siswa untuk

mengukur kemampuan awal siswa.

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi sebelumnya

dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa diberikan teks berbentuk descriptive text materi

Animal.

2) Siswa secara berkelompok diminta untuk

mendiskusikan isi dari teks deskriptif. Kemudian siswa

ditanya perihal isi teks deskriptif.

3) Siswa memperhatikan penjelasan guru tentang

descriptive text, generic structure, dan language feature

yang digunakan di teks deskriptif.

4) Siswa diminta untuk membaca teks secara bergantian.

Kemudian siswa diminta untuk menentukan generic

structure teks deskriptif tersebut.

5) Siswa ditanya mengenai kosakata baru yang mereka

temukan pada teks. Kemudian siswa lain yang

mengetahui arti kosakata tersebut diminta untuk

menjawabnya.

6) Siswa diminta untuk menentukan 1 hewan dan

menuliskan ciri-ciri dan tempat tinggal (habitat) hewan

tersebut.

50

Menit

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan.

2) Siswa memerhatikan informasi tentang rencana kegiatan

pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

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97

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

dan informasi

yang ada dalam

descriptive text

Tes lisan

Tes tulis dan lisan

Tanya jawab

Menentukan dan

menyebutkan

Mention the new

vocabulary that you

don’t know based on

the text!

Specify the generic

structure of the text

and tell the specific

information of the

text!

Indikator pencapaian kompetensi:

Merespon makna yang terdapat dalam monolog pendek sederhana berbentuk descriptive.

Rubrik Penilaian Menjawab Pertanyaan

Kritria Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

lancar.

Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

kurang

lancar.

Jika respon

benar,

ucapan

benar,

intonasi

benar, dan

pengucapan

tidak lancar.

Jika respon

benar,

ucapan

benar,

intonasi

salah, dan

pengucapan

tidak lancar.

Jika respon

kurang tepat,

ucapan salah,

intonasi

salah, dan

pengucapan

tidak benar.

Skor 5

(Excellent)

4

(Very good)

3

(Good)

2

(Fair)

1

(Poor)

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hanif Masyhur

Page 110: THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

98

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS KONTROL

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Animal

Skill : Reading & Speaking (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 2

A. Standar Kompetensi

4. Mengungkapkan makna dalam teks lisan fungsional dan monolog pendek sederhana

yang berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Mengungkapkan makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

4.2 Mengungkapkan makna dalam monolog pendek sederhana dengan menggunakan

ragam bahasa lisan secara akurat, lancar, dan bertemia untuk berinteraksi dengan

lingkungan sekitar dalam teks berbentuk descriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar..

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam moolog pendek sederhana berbentuk

descriptive.

Mengungkapkan makna yang terdapat dalam dialog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text.

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99

Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

Siswa dapat mengungkapkan makna yang terdapat dalam dialog pendek

sederhana berbentuk deskriptif.

F. Materi Pembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as blue as sky.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks Deskripsi

The Sea Eagle

There is an eagle nesting on the tree near my grandparent’s house

in Pangandaran. It was a sea eagle.

The color of its feather is light brown. It has a strong and sharp

yellowish beak. Its claws are very sharp. It hunts for fish in the sea

but sometimes it hunts chickens and small birds.

Eagles have many shapes, sizes, and colors but the sea eagle is easy

to recognize because it has a strong a streamlined, sharp beak and a

stream-line body.

Its forelimbs (or arms) serve as wings. This means that they are of

little use for anything excepts flying. It walks on two legs and has a

very flexible neck and strong beak to handle foods, to care for its

feathers, and for many others jobs that non-flying animals do with

paws, claws, or hands on their forelimbs.

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100

5. Dialog

Read the following dialogue!

Anne and Rico are in a zoo. They are looking at some birds in the cages.

Anne : “What’s so special about birds? Tell me about them.”

Rico : “Of course, most birds can fly.”

Anne : “Do you know birds that can’t fly?”

Rico : “Hmm… Ostriches, Emus, and the bird from Papua… what’s its name?”

Anne : “Oh, Cassowary, right?”

Rico : “Sure, birds are beautiful! I like peacocks very much.”

Anne : “Peacocks? With their fanlike tails, right? I like them too.”

G. Metode dan Model Pembelajaram

Metode pembelajaran : Three-phase technique

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Video

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi sebelumnya

dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa diberikan dialog, kemudian guru memandu siswa

untuk membaca dialog secara bersama.

2) Setiap siswa mempraktikkan dialog berpasangan dengan

teman sebangkunya secara bersama-sama.

3) Siswa ditanya tentang burung elang dan ciri-cirinya.

4) Siswa diberi teks deskriptif tentang burung elang dan

soal sesuai dengan teks.

50

Menit

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101

5) Siswa dan guru membahas jawaban dan menentukan

generic structure of the text secara bersama.

6) Siswa diminta untuk mencari/make list vocabulary baru

yang ada pada teks dengan bantuan kamus atau teman.

7) Siswa menonton video cerita inspirasi tentang burung

elang dan ditanya tentang nilai moral yang didapat dari

video tersebut.

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta membahas

kosakata-kosakata baru.

2) Siswa memerhatikan informasi tentang rencana kegiatan

pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

Tes lisan

Tes dan lisan

Tanya jawab

Menyebutkan

Mention the new

vocabulary that you

don’t know based on

the text!

Mention the generic

structure of the text!

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102

LEMBAR PENILAIAN

LEADING ALOUD

Nama :

Kelas :

No. Aspek Skor Total

50 60 70 80

1. Fluency

2. Accuracy

3. Pronounciation

4. Intonation

Keterangan:

1. Fluency

50 : Bila terjadi hesitasi

60 : Lancar, tapi masih ada hesitasi

70 : Lancar

80 : Sangat lancar

2. Accuracy

50 : Semua ucapan tidak tepat diucapkan

60 : Sebagian kecil ucapan tepat diucapkan

70 : Sebagian besar ucapan tepat diucapkan

80 : Semua ucapan tepat diucapkan

3. Pronounciation

50 : Semua ucapan tidak dapat dipahami

60 : Sebagian kecil ucapan sudah dapat dipahami

70 : Sebagian besar ucapan sudah dapat dipahami

80 : Semua ucapan dapat dipahami

4. Intonation

50 : Tekanan/irama semua kata salah

60 : Tekanan/irama sebagian kecil kata benar

70 : Tekanan/irama sebagian besar kata benar

80 : Tekanan/irama semua kata, frasa, dan kalimat benar

Format Penskoran

Betul semua = 5 x 20

Total skor = 100

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103

K. Instrumen

Answer the following question based on the text!

1. What do you know about eagles?

2. Why is the sea eagle easy to recognize?

3. What do you think of its flying? Is it easy or hard to do?

4. What do the forelimbs of an sea eagle do?

5. What are the sea eagle’s neck and beak like?

Kunci Jawaban

1. Various answer

2. Because it has strong and sharp beak and stream-line body.

3. Various answers

4. They serve as wings.

5. The neck is flexible and the beak is strong.

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hanif Masyhur

Page 116: THE EFFECT OF GUESSING GAME TO ENHANCE STUDENTS ...

104

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS KONTROL

SatuanPendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : BahasaInggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Place

Skill : Reading & Speaking (Vocabulary)

AlokasiWaktu : 2 x 35 Menit

Pertemuanke- : 3

A. StandarKompetensi

4. Mengungkapkan makna dalam teks lisan fungsional dan monolog pendek sederhana

yang berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Mengungkapkan makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. KompetensiDasar

4.2 Mengungkapkan makna dalam monolog pendek sederhana dengan menggunakan

ragam bahasa lisan secara akurat, lancar, dan bertemia untuk berinteraksi dengan

lingkungan sekitar dalam teks berbentuk descriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosa kata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam monolog pendek sederhana berbentuk

descriptive.

Mendeskripsikan suatu tempat dalam bentuk monolog pendek sederhana secara

lisan..

D. KarakterSiswa yang Diharapkan

Percayadiri (Confident)

Tekun (Diligence)

Rasa hormatdanperhatian (Respect)

Tanggungjawab (Responsibility)

E. TujuanPembelajaran

Siswa dapat mengidentifikasi kosa kata baru yang ada dalam descriptive text

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Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

Siswa dapat mendeskripsikan suatu tempat dalam bentuk monolog pendek

sederhana secara lisan.

F. MateriPembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as red as blood.

2. Ucapan, tekanan, danintonasi

3. Ejaan dan tanda baca

4. Teks

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G. Metode dan Model Pembelajaram

Metode pembelajaran : Three-phase technique

Model pembelajaran : Communicative approach

H. Alat dan Bahan Ajar

Laptop

LCD

Brochure

LembarKerjaSiswa (LKS)

BukupaketBahasaInggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi

sebelumnya dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa diberikan teks deskripsi berbentuk brosur.

Kemudian siswa membacanya dan menuliskan

vocabulary journal sesuai arahan dari guru.

2) Siswa diberikan soal berdasarkan teks yang telah

diberikan. Kemudian siswa menjawabnya.

3) Siswa dan guru mendiskusikan jawaban dan

menentukan generic structure of the text.

4) Siswa secara berkelompok mengidentifikasi suatu

tempat beserta fasilitas yang diberikan.

5) Siswa mempresentasikan hasil kerja kelompok secara

bergantian.

50

Menit

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta

membahas kosa kata-kosa kata baru.

2) Siswa memerhatikan informasi tentang rencana

kegiatan pembelajaran untuk pertemuan berikutnya.

10

Menit

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3) Siswa dan guru mengucapkan doa dan salam

penutup.

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosa kata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic structure

dan informasi

yang ada pada

descriptive text

Tes tulis

Tes tulis dan lisan

Menuliskan kosa

kata dan artinya

Menentukan dan

menyebutkan

(Write the new

vocabulary and

their meaning based

on the text!)

(Specify the generic

structure of the text

and tell thespesific

information of the

text!)

Format Penskoran

Betul semua = 5 x 20

Total skor = 100

Rubrik Penilaian Speaking

1. Vocabulary (Kosakata)

5 : Hampir sempurna

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

2. Fluency (Kelancaran)

5 : Sangat lancar

4 : Lancar

3 : Cukup lancar

2 : Kurang lancar

1 : Tidak lancar

3. Accuracy (Ketelitian)

5 : Sangat teliti

4 : Teliti

3 : Cukup teliti

2 : Kurang teliti

1 : Tidak teliti

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108

4. Pronounciation (Pengucapan)

5 : Hampir sempurna

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

5. Intonation (Intonasi)

5 : Hampir sempurna

4 : Ada kesalahan tapi tidak mengganggu makna

3 : Ada kesalahan dan mengganggu makna

2 : Banyak kesalahan dan mengganggu makna

1 : terlalu banyak kesalahan sehingga sulit dipahami

6. Understanding (Pemahaman)

5 : Sangat memahami

4 : Memahami

3 : Cukup memahami

2 : Kurang memahami

1 : Tidak memahami

7. Diction (Pilihan Kata)

5 : Sangat variatif dan tepat

4 : Variatif dan tepat

3 : Cukup variatif dan tepat

2 : Kurang variatif dan tepat

1 : Tidak variatif dan tepat

K. Instrumen

Activity 1

No. Vocabularies Meaning

Activity 2

Work it with your partner. Answer the following question based on the text!

1. What makes the hotel different from other hotels?

2. Mention some hotels facilities!

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109

3. Describe how the rooms of the hotel looks like!

4. Describe how the bathroom looks like!

5. What is the motto of the hotel?

Kunci Jawaban

1. It looks like a classic castle in Europe.

2. It has 100 rooms, a fancy restaurant, complete sport facilities including a swimming

pool, tennis court, a gym and sauna, a coffee shop, karaoke room, etc.

3. The rooms look very comfortable. It consists of a big spring bed with big pillows, a

nice sofa, a wardrobe, and a television system with programs from all over the world.

4. It is very beautiful although it is not very big. It has a bath-tub with hot and cold water

so guests can bath in it comfortably.

5. Hospitality is our trademark.

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra.Rachmayanti

Peneliti

Rizal Hanif Masyhur

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110

RENCANA PELAKSANAAN PEMBELAJARAN (RPP)

KELAS KONTROL

Satuan Pendidikan : SMP Mumtaza Islamic School

Mata Pelajaran : Bahasa Inggris

Kelas/Semester : VIII/Ganjil

Topik : Descriptive Text

Tema : Place

Skill : Listening &Reading (Vocabulary)

Alokasi Waktu : 2 x 35 Menit

Pertemuan ke- : 4

A. Standar Kompetensi

2. Memahami makna dalam teks lisan fungsional dan monolog pendek sederhana

berbentuk descriptive untuk berinteraksi dengan lingkungan sekitar.

5. Memahami makna teks tulis fungsional dan esai pendek sederhana berbentuk

descriptive yang berkaitan dengan lingkungan sekitar.

B. Kompetensi Dasar

2.2 Merespon makna yang terdapat dalam monolog pendek sederhana secara akurat,

lancar, dan berterima untuk berinteraksi dengan lingkungan sekitar dalam teks

berbentukdescriptive.

5.2 Merespon makna dalam teks tulis fungsional pendek sederhana secara akurat, lancar,

dan berterima yang berakitan dengan lingkungan sekitar.

C. Indikator

Mengidentifikasi kosakata baru yang ada dalam descriptive text.

Megidentifikasi generic structure dan informasi yang ada dalam descriptive text.

Memahami makna teks tulis dan esai pendek sederhana berbentuk descriptive.

Merespon makna yang terdapat dalam moolog pendek sederhana berbentuk

descriptive.

D. Karakter Siswa yang Diharapkan

Percaya diri (Confident)

Tekun (Diligence)

Rasa hormat dan perhatian (Respect)

Tanggung jawab (Responsibility)

E. Tujuan Pembelajaran

Siswa dapat mengidentifikasi kosakata baru yang ada dalam descriptive text

Siswa dapat mengidentifikasi generic structure dan informasi yang ada dalam

descriptive text.

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Siswa dapat memahami makna teks tulis dan esai pendek sederhana berbentuk

descriptive.

Siswa dapat merespon makna yang terdapat dalam monolog pendek sederhana

berbentuk deskriptif.

F. Materi Pembelajaran

1. The Characteristic of Descriptive Text

Descriptive text is a kind of the text with a purposes to give information. The

context of the text is the description of particular thing, animal, person, place or

others.

Generic Structure

Identification : identifying the thing that will be described to the characters of the

text.

Description : describing the characteristic features of the subject.

Language Features

Describe about particular thing specify

Use simple present tense

Use to be: a, is are, have, has

Use adjective in describing the animal e.g. tame, wild, black, white.

Uses noun phrase e.g. white female rabbit

Use figurative language sometimes (kata perumpamaan) e.g. as red as blood.

2. Ucapan, tekanan, dan intonasi

3. Ejaan dan tanda baca

4. Teks

G. Metode dan Model Pembelajaram

Metode pembelajaran : Three-phase technique

Model pembelajaran : Communicative approach

The Small Hotel

Henri and Karna are going to spend their holiday in Semarang. They

are going to spend one night in Semarang. For accomodation, they

usually choose a hotel in Jalan Majapahit. It is asmall hotel but it is

clean and tidy.

The hotel is located near the bus station and angkot vehicles pass

the main road in front of the hotel. Henri and Karna can go to thw

bus station by angkot. This hotel provides lodging and breakfast.

Everytime they come to the hotel, a kind receptionist helps them

choose a comfortable room with two beds. There is an indoor

bathroom in the room. Then the bellboy carries their luggage.

The cost of a room in this hotel in no too expensive. This covers the

cost of the room and the breakfast. The bellboy and the workers of

the horel are kind and friendly.

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112

H. Alat dan Bahan Ajar

Laptop

LCD

Audio and Speaker

Lembar Kerja Siswa (LKS)

Buku paket Bahasa Inggris

I. Kegiatan Pembelajaran

Kegiatan Aktivitas Pembelajaran Alokasi

Waktu

Pendahuluan Eksplorasi

1) Guru mengatur kelas (mempersilakan siswa duduk

dengan rapi dan tertib, mengucapkan salam, berdoa

bersama, mengecek presensi siswa).

2) Guru mempersiapkan kondisi psikis dan fisik siswa

untuk mengikuti proses pembelajaran.

3) Guru memberi motivasi belajar kepada siswa agar

semangat mempelajari materi yang disajikan.

4) Guru melakukan apersepsi terhadap materi sebelumnya

dengan memberikan pertanyaan.

5) Guru menjelaskan tujuan pembelajaran yang akan

dicapai kepada siswa.

10

Menit

Inti Elaborasi

1) Siswa mendengarkan instruksi dari guru mengenai

“Listening to The Radio”.

2) Siswa mendengarkan audio selama 2 x untuk mengisi

teks yang masih kosong.

3) Siswa secara berganttian maju menuliskan jawaban.

4) Siswa mengulang mendengarkan audio untuk mengecek

jawaban yang telah ditulis.

5) Siswa menentukan generic structure of the text.

6) Siswa dengan panduan guru melatih pronounciation of

the words. Kemudian siswa ditanya artinya.

7) Siswa mengerjakan soal true and false berdasarkan teks

deskriptif yang telah dibahas.

50

Menit

Penutup Konfirmasi

1) Siswa dan guru melakukan refleksi terhadap kegiatan

pembelajaran yang telah dilaksanakan, serta membahas

kosakata-kosakata baru.

2) Siswa memerhatikan informasi tentang rencana kegiatan

pembelajaran untuk pertemuan berikutnya.

3) Siswa dan guru mengucapkan doa dan salam penutup.

10

Menit

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113

J. Penilaian

Indikator

Pencapaian

Kompetensi

Penilaian

Teknik Penilaian Bentuk Instrumen Instrumen Soal

Mengidentifikasi

kosakata baru

yang ada dalam

descriptive text

Mengidentifikasi

generic

structuredan

informasi yang

ada pada

descriptive text

Tes lisan

Tes tulis dan lisan

Tanya jawab

Menentukan dan

menyebutkan

- What is the

meaning of

spend?

- e.t.c

Specify the generic

structure of the text

and tell thespesific

information of the

text!

Format Penskoran

Listening Betul semua 14 x 5 70

True-false Betul semua 10 x 3 30

SkorTotal 100

K. Instrumen

Activity 1

Fill in the blank based on the tape record!

The Small Hotel

Henri and Karna are going to (1) their (2) in Semarang. They are going to spend one night

in Semarang. For (3) , they usually choose a hotel in Jalan Majapahit. It is asmall hotel

but it is clean and tidy.

The hotel is (4) near the bus station and angkot vehicles pass the main road in front of the

hotel. Henri and Karna can go to thw bus station by angkot. This hotel provides (5) lodging and

(6)breakfast . Everytime they come to the hotel, a kind (7) receptionist helps them choose a

(8)comfortable room with two (9) beds. There is an indoor (10) bathroom in the room. Then the

bellboy carries their luggage.

The (11) cost of a room in this hotel in no too (12) expensive. This covers the cost of (13) the

room and the breakfast. The bellboy and the workers of the horel are kind and (14) friendly.

Answer Key

1. Spend 8. Comfortable

2. Holiday 9. Beds

3. Accomodation 10. Bathroom

4. Located 11. Cost

5. Lodging 12. Expensive

6. Breakfast 13. The room

7. Receptionist 14. Friendly

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114

Activity 2

Activity 3

Work it with your partner. Answer Then state whether teh follwoing statements are true (T)

or false (F)!

1. Henri and Karna are going to spend their holiday in Semarang.

2. They choose a hotel on Jalan Borobudur.

3. The hotelis big and luxurious.

4. The hoteel is quite from the bus sation.

5. There aren’t any public vehicles that pass in front of the hotel

6. The hotel only provides lodging.

7. There is only one bed in the room.

8. The hotel is not very expensive.

9. The cost covers the room and breakfast.

10. All the bellboys are kind and friendly.

Answer Key:

1. True 6. False

2. False 7. False

3. False 8. True

4. False 9. True

5. False 10. True

Tangerang Selatan, Oktober 2018

Mengetahui,

Guru Mata Pelajaran Bahasa Inggris

Dra. Rachmayanti

Peneliti

Rizal Hsanif Masyhur

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115

APPENDIX 10

RESULT OF VALIDITY TEST

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APPENDIX 11

RESULT OF RELIABILITY TEST

Case Processing Summary

N %

Cases

Valid 30 100.0

Excludeda 0 .0

Total 30 100.0

a. Listwise deletion based on all variables in the

procedure.

Reliability Statistics

Cronbach's

Alphaa

N of Items

.664 25

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120

APPENDIX 12

RESULT OF t-TEST OF POST-TEST

Group Statistics

Class N Mean Std. Deviation Std. Error Mean

Post-test Experiment Class 30 74.7 7.76 1.417

Control Class 30 69.8 7.13 1.302

Independent Samples Test

Levene's

Test for

Equality of

Variances

t-test for Equality of Means

F Sig. t df Sig. (2-

tailed)

Mean

Difference

Std. Error

Difference

95% Confidence

Interval of the

Difference

Lower Upper

Post-

test

Equal variances

assumed .027 .871 2.512 58 .015 4.833 1.924 .982 8.685

Equal variances

not assumed

2.512 57.588 .015 4.833 1.924 .981 8.685

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APPENDIX 13

PRE-TEST AND POST-TEST SCORE IN EXPERIMENT CLASS

Students

(N)

Experiment Class Gained Score

Pre-test Post-test

S1 65 90 25

S2 40 75 35

S3 45 75 30

S4 70 85 15

S5 20 65 45

S6 55 75 20

S7 70 80 10

S8 75 85 10

S9 55 75 20

S10 55 70 15

S11 60 75 15

S12 55 75 20

S13 40 65 25

S14 45 60 15

S15 50 70 20

S16 60 90 30

S17 65 80 15

S18 35 60 25

S19 70 70 0

S20 55 70 15

S21 25 65 40

S22 60 75 15

S23 45 75 30

S24 30 70 40

S25 70 85 15

S26 70 75 5

S27 45 75 30

S28 50 70 20

S29 70 80 10

S30 60 80 20

ΣN = 30 Σ X0 = 1610 Σ X1 = 2240 Σ X2 = 630

Mean 53.67 74.67 21.00

Max 75 90

Min 20 60

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122

APPENDIX 14

PRE-TEST AND POST-TEST SCORE IN CONTROL CLASS

Students

(N)

Control Class Gained Score

Pre-test Post-test

S1 55 70 15

S2 70 75 5

S3 35 55 20

S4 75 80 5

S5 75 75 0

S6 70 75 5

S7 70 75 5

S8 65 70 5

S9 75 80 5

S10 45 70 25

S11 60 60 0

S12 60 70 10

S13 65 70 5

S14 70 75 5

S15 50 55 5

S16 65 65 0

S17 55 60 5

S18 45 60 15

S19 70 80 10

S20 70 70 0

S21 65 70 5

S22 55 65 10

S23 70 75 5

S24 50 65 15

S25 65 70 5

S26 60 70 10

S27 60 65 5

S28 75 75 0

S29 70 80 10

S30 70 75 5

ΣN = 30 Σ X0 = 1895 Σ X1 = 2090 Σ X2 = 195

Mean 63.17 69.67 6.50

Max 75 80

Min 35 55

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APPENDIX 15

INTERVIEW QUESTION

1. Bagaimana pendapat kamu selama kita belajar vocabulary menggunakan cara

Guessing Game?

2. Apakah Guessing Game membantu kamu dalam belajar bahasa Inggris

khususnya vocabulary?

3. Setelah belajar dengan menggunakan cara Guessing Game, apakah kamu

terdorong atau termotivasi untuk belajar bahasa Inggris lebih jauh?

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APPENDIX 16

INTERVIEW RESULT

The interview consists of three main questions that asking about students’

opinion about the guessing game, the main role of guessing game in students’

learning process, and the after effect of guessing game on students’ motivation in

learning English vocabulary.

Interview Result of Experiment Class

Students

Students’ Opinion

Opinion about

guessing game

Opinion about applied

guessing game in learning

process

Students

motivation after

the treatment

MS1 Fresh, fun,

interesting

It helped him to

learn vocabulary

He is motivated to learn

English vocabulary

MS2 Free, interesting It helped him to

learn vocabulary

He is motivated to learn

English vocabulary

MS3 Free, fun, fresh It helped him to

learn vocabulary

He is motivated to learn

English vocabulary

MS4 Fun He did not know He is motivated to learn

English vocabulary

MS5 Interesting, fresh It helped him to

learn vocabulary

He is motivated to learn

English vocabulary

MS6 Fun, free He did not know He is motivated to learn

English vocabulary

FS7 Interesting, fun,

free

It helped her to learn

vocabulary

She is motivated to

learn English

vocabulary

FS8 Fun, interesting,

free

It helped her to learn

vocabulary

She is motivated to

learn English

vocabulary

FS9 Interesting, free She did not know

She is motivated to

learn English

vocabulary

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125

FS10 Free, fun, fresh It helped her to learn

vocabulary

She is motivated to

learn English

vocabulary

Note:

MS = Male Student, FS = Female Student

The following explanation is the description of students’ answer from the

interview. For the first question is the opinion about the guessing game, students’

opinion mostly said the positive feedback such as sesuatu yang baru (fresh),

menyenangkan (fun), menarik (interesting), and bebas berekspresi (free), etc. most

of the students said that they like to see other students expressive and funny

performance when they were describing a property. They also stated that they were

rarely assigned to perform in the class.

The next question is the opinion about applied guessing game in students’

learning process through guessing game. 7 students said that it helped them to learn

vocabulary. In the other side, 3 students said that they did not know if it helped

their learning process or not. The 7 students who said that that guessing game

helped them learning vocabulary, admitted after the treatment, they learned new

words and how to learn them. The other students said that they did not know their

progress because they already know the meaning of words.

The last question is about the students’ motivation after the treatment. When

they were asked about their motivation after the treatment. All of them said that

they were more motivated to learn English vocabulary because the way how to

learn is interesting and fun. They also said that they were interested to say words

in English.

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APPENDIX 17

DOCUMENTATION

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APPENDIX 18

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