chapter i.docx
TRANSCRIPT
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 1/32
CHAPTER I
INTRODUCTION
This chapter consists of background of the research, problem statement,
objective, significance and scope of the research.
A. Background
Language learning is hard work. Effort is required at every moment and
must be maintained over a long period. In condition to help the learners in
learning process they need something interest. In this situation giving games can
help and encourage many learners to sustain their interest and work. ames also
help the teacher to create conte!ts in which the language is useful and meaningful.
The learners want to take part and in order to do so must understand what others
are saying or have written, and they must speak or write in order to e!press their
own point of view or give information.
The need for meaningfulness in language learning has been accepted for
some years. " useful interpretation of meaningfulness is that the learners respond
to the content in a definite way. If they are amused, angered, intrigued or surprised
the content is clearly meaningful to them. Thus, the meaning of the language they
listen to, read, speak and write will be more vividly e!perienced and, therefore,
better remembered.
There are many kinds of games which can be used in teaching English. #f
course, as a technique games need help from media. The media can be picture,
1
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 2/32
flash cards, object, puppet, cassette, projector and many others object surround
them. It is better if the games are familiar for children, because they learn in a
variety of ways, for e!ample$ by watching, by listening, by imitating and by doing
things. It means children learn their knowledge through what they see, heard in
their surrounding and then imitate it and imitating by doing things .%hildren can
generally imitate the sounds they hear quite accurately and copy the way adults
speak. It means they do imitation, memori&ation, practice and over learning, what
the people are said the most important tool for cognitive growth is how adults can
help the children to solve their problem.
In teaching a language, teacher might reali&e that he could not apply only
one or two strategies to all levels. In reverse, he was requires to be able to
recogni&e the characters of his students and to select an appropriate strategy to
them. It was not something different from teaching English in vocational high
school students especially. The teacher was supposed to know what that student
was closed with something fun and enjoyable but still had an educational value,
especially in improving English vocabulary of that student. The other hand
whenever he taught, he had to be selective in choosing a strategy to introduce a
learning material. " good teaching strategy would automatically facilitate him to
get students' interest in learning process. In this case the teacher could choose a
strategy like interest game to improve English vocabulary of students.
The other word, teaching vocabulary(using games as methodolgy in
learning teaching process and the teaching materials for adults less than five years
old which is related with their surround, it means the vocabulary which related
2
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 3/32
and introducing things surround them such as nouns, adjectives, things and the
other teaching material.
)ore students can not improve their vocabulary by their own way, it the
reason why the teachers have to help their student to increase their vocabulay, in
case the teachers have to give something interest like a game to improve them.
The other word the students have a problem in learning proses if there is no
something interest in.
*ased on the observation, there is a problem in learning process of the first
grade students of +) Latanro Enrekang. It can be known from the test that has
given to the students by their teacher. They order to write down vocabulary that
they have known. The result of this test is the students can not fulfill the standard
vocabulary that must be known by student, yet - words. It also didn't fulfill the
competence standart that is /-.
To solve this problem the writer would like to improve their lack
vocabulary through +earch games. ames can help the teachers to create conte!ts
in which the language is useful and meaningful. In the whole process of teaching
and learning by games, the students can take part widely and open(mindedly. To
win the games each student or group should competitively answer the questions
addressed by the teacher or other students or groups. In order to do so they must
understand what the teacher or others are saying or have written, and they must
speak or write in order to e!press their own point of view or give information.
3
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 4/32
*ased on the consideration, the writer intends to conduct a research
entitled 0Teaching vocabulary using search game to the first grade of SMK
Latanro Enrekang”.
B. Problem Statement
*ased on the background above the writer formulates a research problem as
follows1
0The first grade students of +) Latanro Enrekang lack of vocabulary
mastery.2
*ased on this problem statement, the writer formulates the research question
as follows1
%an the use of +earch ames improve the vocabulary to the first grade
students of +) Latanro Enrekang3
C. Object!e o" t#e re$earc#
The objective of the research is to prove whether or not the use of search
game improves vocabulary of the first grade students of +) Latanro Enrekang.
D. Sgn"cance o" t#e re$earc#
The result of the research will not give contribution to the theoretical
development, but it will give contribution for1
a. Teacher. It can be used as one media in teaching English especially in
teaching vocabulary.
4
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 5/32
b. +tudents. The results of the research are e!pected to be useful and helpful
to the students to improve vocabulary mastery of the students.
E. T#e Sco%e o" t#e re$earc#
The scope of the research is view from three different aspects. They are
discipline, content, and activity. *y discipline, this research is under study of
applied linguistics. *y content, this research is limited to the use of +earch ames
in teaching vocabulary especially in teaching noun, verb and adjective. *y
activity, this research will be conducted in eight meetings. The activity in this
research involves individual work and group work.
5
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 6/32
CHAPTER II
RE&IE' O( RE)ATED )ITERATURE
This chapter consists of previous related studies, some pertinent ideas,
resume, conceptual frame work, and hypothesis.
A. Pre!ou$ Related Stude$
*. Stude$ Related on +ame
( 45au&iah, 6778 reported in her research with the title2 Improving
+tudents' 9ocabulary )astery Through 0+crambled :ords2 ame1 "
%ase of The +eventh ;ear +tudent's of +mp <egeri 6 +emarang 677 =
6762. The result of her research is +crambled :ord ame
effectiveness to improve the student's vocabulary. The relation
between this research is the researcher use game in learning method,
but the difference is the researcher above gave board game method of
giving the game namely +crambled :ords, but the writer of this
research gives search method of giving the game namely search game.
,. Stude$ Related on &ocabular- a$ter-
/ 4<urmaya, 6778 reported in her research with the title2English
9ocabulary "chievement of +econd rade +tudent's of >unior ?igh
+chool 6@ )akassar in Identifying %lass of :ord in <arrative Te!t
through :ord "ttack Arogram2. The result of her research is word
attack program effectiveness to improve the student's vocabulary.
The similarity of <urmaya's research and this research is both of
them want to improve vocabulary mastery of the students. The
6
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 7/32
difference between <urmaya's research and this research is the way to
improve the vocabulary mastery of the students. +he used :ord
"ttack Arogram and this research will use English game in improve
the vocabulary mastery of the students.
( 4)uin, 6778 reported in his research with the title Improving the
voacbulary mastery of the first grade students of +)A< - Tuban
through >a&& %hants.
The similarity of )uin's research and this research is both of them
want to improve the vocabulary mastery of the students. The
difference between )uin's research and this research is the way to
improve vocabulary mastery of the students. ?e used >a&& %hants and
this research will use English game to improve the vocabulary
mastery of the students.
B. Some Pertnent Idea$
*. T#e Conce%t o" &ocabular-
a. De"nton o" &ocabular-
Learning language cannot be separated from learning vocabulary
because one of the language elements which is considered playing a
control role. 9ocabulary supports the speaker to e!press their opinions,
ideas, and feelings in communication.
To know what vocabulary is, the following are definitions about
vocabulary, by #!ford "dvanced Learner ‟s Bictionary #nline as follow2
*. "ll the words that a person knows or uses.
,. "ll the words in a particular language
0. The words that people use when they are talking about a particular
subject.
7
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 8/32
1. " list of words with their meanings, especially in a book for learning a
foreign language.
"ccording to 4amil and ?iebert, 6/8 vocabulary is knowledge
of words and word meanings. 4Cichard, 671 D8 says that vocabulary is
one of the components of language and one of the first things applied
linguists turned their attention to. )eanwhile, 4?ornby, #!ford "dvanced
Learner Bictionary, 7/D8 defines vocabulary as a total number of words
which make up a language with definitions or translations.
4%harter, 7F/8 said that vocabulary is the words having meaning
when hear or seen even though not produced by the individual himself to
communicate with others.
4:ebster, 7FG8 stated that vocabulary is1
a. " list of word and sometimes phrase usually arranged in alphabetical
order and defined a dictionary, glossary or le!icon.
b. "ll the words of language.
c. "ll the words used by particular person, class, profession and
sometimes although not necessary used by them.
*ased on the definitions above, we can conclude that vocabulary is all the
words belonging to a particular language, whether or not they are produced by a
person in communication, which have meanings.
b. Stud- &ocabular-
It is undeniable that vocabulary, like grammar and phonetics, plays
an important role in mastering a foreign language. Teaching vocabulary
8
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 9/32
plays important role in language acquisition because the mastery of
vocabulary will help students in mastery all the language skills$ listening,
speaking, reading, and writing. 9ocabulary will make the students practice
the structure more easily$ it is useful for the students in order to
communicate in daily life and will strengthen belief that English can be
used to e!press some ideas or feeling they e!press in their native language
45inocchiaro, 7/D1GF8.
The other reason is that a large vocabulary helps the English
learners in studying other English subjects such as +ociolinguistics,
Asycholinguistics, *usiness %orrespondence, etc. It will help them to
understand and define many concepts, ideas, e!pressions that they get in
such subjects. It is stated by 4*ellafiore, 7@F178 0The larger the
vocabulary you build up, the better able you are to define and refine the
e!pression of the images and ideas2. )oreover, she said 0The more words
you master richer become you thought process and the better you
distinguish between shades of word meanings, the subtler grows your
e!pression of ideas2. In conclusion, vocabulary learning is an unseparate
thing from language learning because whenever people think of it, they
usually think of vocabulary learning and vocabulary mastery. It is a key
for the English learners to get a success in their learning process.
c. 2nd$ o" &ocabular-
Teaching vocabulary is important in language acquisition.
9ocabulary is one element that links the four skills of listening, speaking,
9
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 10/32
reading, and writing all together. #ne of the requirements to communicate
well in a foreign language, students should have an adequate number of
words. "ccording 4)urcia()arianne, 61 /@8 there are two kinds of
vocabulary, as follows1
a. Aroductive versus Ceceptive 9ocabulary
Aroductive vocabulary is the le!ical terms which the students can
remember and use appropriately in speaking and writing. Ceceptive
vocabulary in the le!ical items which the students familiar and
understand when they meet them in the conte!t of reading and listening
materials.
Aroductive vocabulary is used to speaking and writing, the stage
of teaching and learning must end with vocabulary practice, where the
students get an opportunity to try to use the vocabulary in conte!t.
Bifferent from productive vocabulary, receptive vocabulary is only
presented until the students' know the meaning to understand the conte!t
of reading or listening.
b. %ontent :ords versus 5unction :ords
%ontent words and function words are a useful one in analy&ing
vocabulary. %ontent words are those vocabulary items that must to the large and
open words classes. %ontent words that are the words that are easy accept new
words and not use old ones but are not longer useful. 5or e!ample1 nouns, verbs,
adjectives, and some adverbs.
10
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 11/32
5unction words are those vocabulary items that must to closed words
classes. 5unction words that are the words do not easy new items or lose old ones.
5or e!ample1 pronouns, au!iliary verbs, prepositions, determiners, and many
adverbs. 5unction words should be taught as part of grammar and content words
as part of vocabulary.
d. Prnc%le$ o" Teac#ng and )earnng &ocabular-
There are many theories about vocabulary learning. Thus, there are
several general principles for successful teaching, which are valid for any
method. "ccording to :allace 47FF8, the principles are1
78 "im H what is to be taught, which words, how many$
68 <eed H target vocabulary should respond students' real needs and
interests$
G8 5requent H e!posure and repetition$
D8 )eaningful presentation H clear and unambiguous denotation or
reference should be assured.
Learning vocabulary is not a simple process. The students' aim to
be reached in learning vocabulary process is principally their ability to
recall the word at will and to recogni&e it in its spoken and written form.
enerally, knowing a word involves knowing its form and
meaning. In fact, there are some important things to be known if people
want to understand the word entirely.
e. T#e Stratege$ n Teac#ng &ocabular-
4?armer, 7F8 provided some strategies in teaching vocabulary,
they are1
78 Ceality
11
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 12/32
Teaching vocabulary through this strategy is that the teacher brings
object into the classroom and introduces to the students.
68 Aictures
Teaching vocabulary through this strategy is that the teacher familiarly
focus on the object or thing, which cannot be taken into the classroom
such as car, plane etc. picture can be board drawings, wall pictures, and
charts flashcards, etc.
G8 )ime, action, and gestures
" sometimes picture is impossible to be use to e!plain the meaning of
the words and grammar. "ctions, in particularly are probably better
e!plain by mime. estures are useful for e!plaining words or indicating
that past is being talked about.
D8 %ontrast
This strategy has close relevance to show the antonyms. The teacher
shows the students word and ask to find out the contrast of such words.
5or e!ample, the meaning empty by contrasting it will full , cold with
hot , etc.
-8 Enumeration
The teacher introduces word by enumeration then with their general and
specific meaning.
@8 E!planation
The teacher introduces a word by e!plaining the object and asks the
students to guess what object is.
12
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 13/32
/8 Translation
The teacher asks the students to translate the given words into their
mother tongue. This strategy is very useful for beginner.
,. T#e Conce%t$ o" Searc# +ame$
a. Teac#ng Engl$# !ocabular-/u$ng game$
Language learning is hard work. Effort is required at every moment
and must be maintained over a long period. ames help and encourage
many learners to sustain their interest and work.
ames also help the teacher to create conte!ts in which the
language is useful and meaningful. The learners want to take part and in
order to do so must understand what others are saying or have written, and
they must speak or write in order to e!press their own point of view or
give information.
The need for meaningfulness in language learning has been
accepted for some years. " useful interpretation of meaningfulness is that
the learners respond to the content in a definite way. If they are amused,
angered, intrigued or surprised the content is clearly meaningful to them.
Thus, the meaning of the language they listen to, read, speak and write will
be more vividly e!perienced and, therefore, better remembered.
There are many kinds of games which can be used in teaching
English. #f course, as a technique games need help from media. The
13
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 14/32
media can be picture, flash cards, object, puppet, cassette, projector and
many others object surround them. It is better if the games are familiar for
children, because they learn in a variety of ways, for e!ample$ by
watching, by listening, by imitating and by doing things. It means children
learn their knowledge through what they see, heard in their surrounding
and then imitate it and imitating by doing things 4children learn by doing8
%hildren can generally imitate the sounds they hear quite
accurately and copy the way adults speak. It means they do imitation,
memori&ation, practice and over learning, what the people are said. The
most important tool for cognitive growth and he also investigate how
adults can help the children to solve their problem. +caffolding is bruner's
theory, it means that scaffolding is e!plainig to students and interacting to
students to communicate, in scaffolding is holistic and must permeate all
aspects of scientific teaching, if we answer.
The other word teaching vocabulary(using games as methodolgy in
learning H teaching process and the teaching materials for children less
than five years old which is related with their surround, it means the
vocabulary which related and introducing things surround them such as
family names, naming of alphabet, name of number. "nd teaching material
Learn how to teach math vocabulary and specific words as you
demonstrate math activities and when you talk to your students about their
14
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 15/32
math e!periences. %hildren learn the language of math just like they learn
to talk about other topics.
In this variation, students break up into small groups and play a
board game following commands. "fter the students have completed the
game, they create their own board game using commands they have
created on their own.
Language learning is a hard task which can sometimes be
frustrating. %onstant effort is required to understand, produce and
manipulate the target language. :ell(chosen games are invaluable as they
give students a break and at the same time allow students to practise
language skills. ames are highly motivating since they are amusing and
at the same time challenging. 5urthermore, they employ meaningful and
useful language in real conte!ts. They also encourage and increase
cooperation.
ames encourage, entertain, teach, and promote fluency. If not for
any of these reasons, they should be used just because they help students
see beauty in a foreign language and not just problems that at times seem
overwhelming.
ames are often used as short warm(up activities or when there is
some time left at the end of a lesson. ;et, a game should not be regarded as
a marginal activity filling in odd moments when the teacher and class have
15
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 16/32
nothing better to do. ames ought to be at the heart of teaching foreign
languages. ames are used at all stages of the lesson, provided that they
are suitable and carefully chosen.
ames also lend themselves well to revision e!ercises helping
learners recall material in a pleasant, entertaining way. "ll authors referred
to in this article agree that even if games resulted only in noise and
entertained students, they are still worth paying attention to and
implementing in the classroom since they motivate learners, promote
communicative competence, and generate fluency.
There are many criteria games as educational media for teaching
English to children1
• " game must be more than just fun.
• " game should involve friendly competition.
• " game should keep all of the students involved and interested.
• " game should encourage students to focus on the use of language rather
than on the language itself.
• " game should give students a chance to learn, practice, or review specific
language material.
• " game should be familiar by children.
16
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 17/32
There are many advantages of using games in the classroom. ames are a
welcome break from the usual routine of the language class.
7. They are motivating and challenging.
6. Learning a language requires a great deal of effort.
G. ames help students to make and sustain the effort of learning.
D. ames provide language practice in the various skills( speaking, writing,
listening and reading.
-. They encourage students to interact and communicate.
@. They create a meaningful conte!t for language use.
/. 9ocabulary games bring real world conte!t into the classroom, and
increase students' use of English in a fle!ible, meaningful and
communicative way.
F. ames usually involve friendly competition and they keep students
interested in learning the language.
. ames can help them 4children8 learn and hang on to new words more
easily.
b. T-%e$ o" language game$
17
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 18/32
%lassifying games into categories can be difficult, because categories often
overlap. 4?adfield, 7F8 e!plains two ways of classifying language games. 5irst,
she divides language games into two types1 linguistic games and communicative
games. Linguistic games focus on accuracy, such as supplying the correct
antonym. #n the other hand, communicative games focus on successful e!change
of information and ideas, such as two people identifying the differences between
their two pictures which are similar to one another but not e!actly alike.
%orrect language usage, though still important, is secondary to achieving
the communicative goal. The second ta!onomy that ?adfield uses to classify
language games has many more categories. "s with the classification of games as
linguistic games or communicative games, some games will contain elements of
more than one type.
7. +orting, ordering, or arranging games. 5or e!ample, students have a set of
cards with different products on them, and they sort the cards into products
found at a grocery store and products found at a department store.
6. Information gap games. In such games, one or more people have
information that other people need to complete a task. 5or instance, one
person might have a drawing and their partner needs to create a similar
drawing by listening to the information given by the person with the
drawing. Information gap games can involve a one(way information gap,
such as the drawing game just described, or a two(way information gap, in
which each person has unique information, such as in a +pot(the(
18
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 19/32
Bifference task, where each person has a slightly different picture, and the
task is to identify the differences.
G. uessing games. These are a variation on information gap games. #ne of
the best known e!amples of a guessing game is 6 Juestions, in which
one person thinks of a famous person, place, or thing. The other
participants can ask 6 ;es=<o questions to find clues in order to guess
who or what the person is thinking of.
D. +earch games. These games are yet another variant on two(way
information gap games, with everyone giving and seeking information.
5ind +omeone :ho is a well known e!ample. +tudents are given a grid.
The task is to fill in all the cells in the grid with the name of a classmate
who fits that cell, e.g., someone who is a vegetarian. +tudents circulate,
asking and answering questions to complete their own grid and help
classmates complete theirs.
-. )atching games. "s the name implies, participants need to find a match
for a word, picture, or card. 5or e!ample, students place G word cards,
composed of 7- pairs, face down in random order. Each person turns over
two cards at a time, with the goal of turning over a matching pair, by using
their memory. This is also known as the Aelmanism principle, after
%hristopher Louis Aelman, a *ritish psychologist of the first half of the
6th century.
@. Labeling games. These are a form of matching, in that participants match
labels and pictures.
19
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 20/32
/. E!changing games. In these games, students barter cards, other objects, or
ideas. +imilar are e!changing and collecting games. )any card games fall
into this category, such as the children's card game.
F. *oard games. +crabble is one of the most popular board games that
specifically high lights language.
. Cole play games. The terms role play, drama, and simulation are
sometimes used interchangeably but can be differentiated 4odotchigova,
668. Cole play can involve students playing roles that they do not play in
real life, such as dentist, while simulations can involve students
performing roles that they already play in real life or might be likely to
play, such as customer at a restaurant. Bramas are normally scripted
performances, whereas in role plays and simulations, students come up
with their own words, although preparation is often useful.
"nother distinction among games is that between competitive
games and cooperative ones 4>acobs, in preparation8. Cesearch suggests
that learning, as well as affective variables, are enhanced by a cooperative
environment 4>ohnson K +tanne$ +lavin, 7-8. )illis 46-8 outlines a
number of advantages of cooperative games, such as appropriate an!iety
levels and more constructive feedback.
c. Searc# +ame
The definition of game is form of play or sport with rules
4?ornby, 6G1 7/-8. +earch game is one method to make students
interested to study. *ecause with search game students can also studying
20
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 21/32
and playing. +o the students do not feel bored. +earch game can be
e!tremely effective in teaching children skill and concepts.
7. Befinition of +earch game
+earch game is a name of such English vocabulary games. This is
a kind of educational media which is used to present the teaching
materials. The way of its presentation is easy. +earch game is method of
game which given to the students of the researcher by one variarion. The
search game is as method or type of games where everyone giving and
seeking information, like students given a grid and they have to fill all cells
in the grid with the classmates who fit that cell 4?adfield, 7F8. "nd from
this method the researcher try to used it but in different way game or
another variation.
In the search method the teacher needed as a helper to e!plain the
way to do the games to the students without join with the student's game.
"fter the teacher gives the information how to do the games, the students
then do based on the teacher's direction. The students are given a grid,
students circulate the mean1 e.g. part of body, then asking and answering
question to complete their own grid and help classmate to complete theirs.
+earch game also is done by groups and its generally used in search game.
Its almost known by all of the student. *ut in this research, the researcher
will try to give a different variation with the search game before. :here
not only the students active in playing game but the teacher also join on the
time when the game started.
21
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 22/32
The search game in this one variation, in gaming the teacher also
join as a participant to help the student find the meaning of word which is
found by the students on the last of the game. The teacher gives one word
on the grid, then the students try to find another word based on the letter o
the grid, with limiting only find the noun, adjective, or verb.
+earch game with different variation in this research is very interest
to helping students recogni&e words. In searching for words the students
seem to read and memori&e the word in a way that they enjoy and which
help them learn the spelling and vocabulary directly. The other hand this
22
Teacher: “Part of Body”
Students: !"" the #r!d
$ % & '
Teacher: “(nd 1 noun) 1 *er+) , 1 &d-ect!*e fro. the /ordof the #r!d”
T % & $ %
Students:
1
2
3
T % &
$ % &
%&
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 23/32
game can useful for student who want to improve their vocabulary, they
also can understand the meaning of the word and know how to pronunce it.
This game can be presented by using )icrosoft Aower point
and the teacher gives the paper with the blank grid, base on the word that
the teacher shows the students directly search the word that they have to
fiil on the grid of the paper which given by the teacher. 5or teacher, he can
create their own idea to make interest in every slide of the game's
presentation. +o, this is easy in making and in presenting.
6. "dvantages and Bisadvantages of +earch ame.
+earch game gives a student a chance to solve the challenge by the
teacher's help in translation the word that they have found and hard to
translate or to know it by their own idea. *ased on 45aerch in Aalmberg,
7F@8 stated that to 0know2 a word, the learners require to1
78 *e able to recogni&e it in its spoken and written form$
68 *e able to recall it at will$
G8 *e able to relate it to appropriate objects or concepts$
D8 se it in the appropriate grammatical forms$
-8 *e able to pronounce it in a recogni&able way$
@8 *e able to spell it correctly$
/8 now in what ways it can combine with other words$
F8 now the relations between the word and other words within a
le!ical set$
8 "ware of its connotations and associations$ and
78*e able to use it on the appropriate level of formality and in the
appropriate situations.
*ased on the requirements above can be found some advantages and
disadvantages of using search game. The advantages are1
7. +timulating student interest in spelling and writing.
6. Increasing understanding of word.
23
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 24/32
G. The student can memori&e it easily.
D. Teaching in skill effectively.
-. )aking easy to find answer.@. Every student can play it.
/. %ollaborate between teacher and students.
F. Aractice to be discipline.
Bisadvantages are1
7. +tudents cannot be critical.
6. %an be very frustrating.
G. Turning out student's creative thinking.
D. It just gives direct materials.
-. +tudents may be citting with their friends.
+earch game can be use to open or close a lesson in
stimulating way, to punctuate a lesson, to relieve session after a test
or concentrated practice session, or at the time that the teacher feels
it's appropriate. It is important that they use positively, to give
students enjoyment and useful practice. They can also be use as
palliatives in situation where the student's interest or motivating is
descending.
C. Re$ume
*ased on the definitions above, we can conclude that vocabulary is all
the words belonging to a particular language, whether or not they are
produced by a person in communication, which have meanings. ame is form
of play or sport with rules.
24
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 25/32
D. T#eoretcal (rame3ork The theoretical framework underlying this research shows as the
following diagram.
E. H-%ot#e$$
The hypothesis of this research as follows1
”Search Games can improve the vocabulary to the first grade students of
SMK Latanro Enrekang”
CHAPTER III
RESEARCH ETHOD
This chapter consists of research design, variables and operational
definition, population and sample, instrument of the research, procedure of
collecting data, and technique of data analysis.
25
Teaching and
learning
through
The students'
vocabularyProce$$
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 26/32
A. Re$earc# De$gn
This research will use pre e!perimental designs control for nearly all
sources of internal and e!ternal invalidity. The research design of this reseach is
one group pretest(posttest design that can be seen in the following chat below1
The pretest(posttest control group design
<otification1O
1 1 Are(test
X 1 nusual treatmentO
2 1 Aost( test 4ay L.C, 6@8
B. &arable o" Re$earc# and O%eratonal De"nton
*. &arable o" Re$earc#
The following are the variables of the research are as follow1
a. Independent variable1 +earch ames
b. Bependent variable1 the student's vocabulary achievement.
,. O%eratonal De"nton
+earch game in this game is same as another search game but in
this way how to play game is different. In +earch game the word that
the student's result is unlimited actually but in this variation of search
game student's result is limited.
C. Po%ulaton and Sam%le
*. Po%ulaton
26
#7 M #6
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 27/32
The population of the research is the first grade students of +) Latanro
Enrekang. It consists of G classes and each class consists of G students, so
the total of population in this research is students.
,. Sam%le
The research will use cluster random sampling to take the sample. The
sample of this research is M class as e!perimental group.
D. In$trument o" t#e re$earc#
The improvement of the vocabulary mastery of the students with using
English game is measured by given the test to the students. There are two kinds of
the test that will be given in this research, they are pretest and posttest. The kind
of the test that will be used is multiple choice tests that consist of 6- items.
E. Procedure o" Collectng Data
The procedures of collecting data consist of three steps. They are pretest,
treatment and posttest.
*. Prete$t
In this step, the students will be given present. The test is multiple choice tests
that consist of 7 items. The purpose of the test is to know the ability of the
vocabulary mastery of the students before giving the treatment.
,. Treatment
a. E4%ermental +rou%
"t the first meeting, the researcher gives pretest to the students.
"t the second meeting, the researcher use +earch ame in teaching
vocabulary. The activity that will be done are1
i. The researcher provides a word that becomes the main word in the
game.
27
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 28/32
ii. The students try to find out another word from the main word.
iii. The researcher e!plains the meaning of some words that the students
find.
iv. The students choose two or three word that they have found and then
the teacher helps them to translate it.
v. The students have to memorise the word that they found with make it
in a sentence for each words.
"t the third meeting seven meeting, the activity that will be done by the
students are same with the second meeting but the different is the word
that use in the learning process.
0. Po$tte$t
In this step the students will be given the test that the same test in the
pretest. The purpose of this test is to know the improvement of the
vocabulary mastery of the students after giving or implement the
treatment.
(. Tec#n5ue "or Data Anal-$$
The data will be analysed by using the following formulas as
follows1
7. +coring the students answer 1
+core1 the correct answer M 7
Total number of item
4+udjana in <urlaela, 678
6. %lassifying the score of the students into the following criteria1
<o
.
%lassification +core
7. E!cellent @ H 7
28
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 29/32
6. 9ery ood F@ H -
G. ood /@ H F-
D. 5airly ood @@ H /-
-. 5air -@ H @-
@. Aoor G@ H --
/. 9ery Aoor 7 H G-
4Birektorat Aendidikan in ?erlis, 6778
G. %alculating the mean score of the students' answer by using formula$´ X N OM
<
<otification1 M N )ean score
OM N the raw of all score
< N the number of subjects
4ay L.C, 6@8
D. %alculating the standard deviation of the students' pre(test and post(test
by applying
+BN
√∑ X 1
2−(∑ X
1
2
N ) N −1
<otification1
+B N +tandard Beviation
O X 12
N Total raw score
< N number of students
4ay L.C, 6@8
-. %alculating the mean differences score by using the formula1
´ D N∑D
N
<otification1´ D N the mean of the differences score
∑ B Nthe sum of the differences score
< N the total number of students
4ay L.C, 6@8
@. 5inding out the significant differences between t(test and post(test by
using +tatistical Aroduct and +ervice +olution 4+A++8 analysis.
29
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 30/32
BIBLIOGRAPHY
Be""a(ore) 1968 Words at Work. &.sco Schoo" nc
30
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 31/32
harter 1987 Producing Vocabulary. e/yor !nc
'!retorat Pend!d!an !n $er"!s 2011 Improving THe ReadingComprehension of econd !rade tudents of "P# $$ "akassar
through %iscovery &earning "ethod. kripsi .$. aassar:
au"tas Bahasa dan Sastra n!*ers!tas e#er! aassar
aerch !n Pa".+er# 1986 The Concept of 'ord &earning . e/yor:
n!*ers!ty Press
au;!ah) 2011 Improving tudent(s Vocabulary "astery Through
crambled Words game) * Case of The eventh +ear tudents of
"P# , emarang ,-$$,-$,. kripsi .$. Se.aran#: <P P=
Se.aran#
!nocch!aro) B 1974 /nglish as * econd &anguage) 0rom Theory
to Practice. e/ >or: e#ent Pu+"!sh!n# o.?any
har.er) - 1998 the practice of language teaching. ca.+r!d#e:
@on#.an
$ar.er) 1998 The practice of &anguage Teaching. a.+r!d#e:
@on#.an
$orn+y) & 1974 12ford *dvanced &earner %ictionary. Aford:n!*ers!ty Press
$orn+y) & 2003 12ford *dvanced &erner(s Vocabulary. Aford:
n!*erc!ty Press
!"") $ 1998 Vocabulary !ames. e/ >or: @on#.an
<a.!" and $!e+ert 2007 * Vocus on Vocabulary. &.sco Schoo" Pu+ns
nc
@) = 2006 /ducational Research) Competences for *nalysis and
*pplication /ight /dition. o"o.+us: har"es % er!" Pu+"!sh!n#o.?any
u!n 2011 Improving The Vocabulary "astery of the 0irst !rade
tudents of "P# Tuban through 3a44 Chants. kripsi .$. .
a"an#: <P a"an#
urc!a %"!te A"sta!n and ar!anne e"ca 2000 %iscourse and Conte2t
in &anguage Teaching. a.+r!d#e: n!*ers!ty Press
ur.aya 2011 /nlish Vocabulary *chievement of econd !rade
tudents of 3unior High chool ,5 "akassar in Identifying Class
31
7/18/2019 CHAPTER I.docx
http://slidepdf.com/reader/full/chapter-idocx-5696335a5a543 32/32
of Word in #arrative Te2t through Word *ttack Program.kripsi
.$. aassar: n!*ers!tas e#er! aassar
!chard) 2001 Curriculum %evelopment in &anguage Teaching.
a.+r!d#e: n!*ers!ty Press
Sud-ana !n ur"ae"a >as!n 2010 Improving the tudents Reading
Comprehension of the 0irst !rade tudents of "P# ,-
"*kassar through &isten6 Read6 %isscuss 7&%R8 trategy. kripsi
.$. aassar: n!*ers!tas uha..ad!yah aassar
Ce+ster 1983 Vocabulary &earning. e/ >or: Aford n!*ers!ty
Press