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THE EFFECT OF USING HANGAROO GAME ON THE SEVENTH GRADE STUDENTS’ VOCABULARY MASTERY AT SMP SATYA DHARMA BALUNG IN THE 2012/2013 ACADEMIC YEAR Reckta Arlin Permadani Muhammadiyah University of Jember Faculty of Teacher Training and Education English Department Jember, East Java Indonesia ABSTRACT Key words: Vocabulary mastery, hangaroo game Vocabulary is the basic one that must be mastered before mastering the other English skills. Noticing the important of vocabulary in learning English, the researcher was interested in conducting the research. The research is quasi experimental design and conducted at SMP Satya Dharma Balung. The problem of this research is: is there any significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year and the purpose of this research is to verify whether or not there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year. Two classes which consisted of 64 seventh grade students were taken as the control and the experimental group. After establishing pretest in both groups, the students in experimental group were taught by using hangaroo game as media to know whether or not there is significant effect on the students’ vocabulary mastery

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english journal:THE EFFECT OF USING HANGAROO GAME ON THE SEVENTH GRADE STUDENTS’ VOCABULARY

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Page 1: Journal

THE EFFECT OF USING HANGAROO GAME ON THE SEVENTH GRADE

STUDENTS’ VOCABULARY MASTERY AT SMP SATYA DHARMA

BALUNG IN THE 2012/2013 ACADEMIC YEAR

Reckta Arlin PermadaniMuhammadiyah University of Jember

Faculty of Teacher Training and EducationEnglish Department

Jember, East Java Indonesia

ABSTRACT

Key words: Vocabulary mastery, hangaroo game

Vocabulary is the basic one that must be mastered before mastering the other English skills. Noticing the important of vocabulary in learning English, the researcher was interested in conducting the research.

The research is quasi experimental design and conducted at SMP Satya Dharma Balung. The problem of this research is: is there any significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year and the purpose of this research is to verify whether or not there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year. Two classes which consisted of 64 seventh grade students were taken as the control and the experimental group.

After establishing pretest in both groups, the students in experimental group were taught by using hangaroo game as media to know whether or not there is significant effect on the students’ vocabulary mastery that covers noun, verb, and adjective. Whereas, the teaching and learning process in the control group was done without using hangaroo game. After three meetings, posttest was given to students in both groups. The result of the pretest and posttest were then calculated using t-test.

The result showed that the t-value is 9.50 with 62 degrees of freedom. By using level of significance 0.05 or t0,95 gives the result 1.67 and it showed that the t-value is higher than the t-table (9.50 > 1.67). From the calculation using t-test formula, it was found that there is significant difference between students’ vocabulary mastery of group taught by using hangaroo game and group taught without using hangroo game. Thus, it can be inferred that there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year.

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ABSTRAK

Kata Kunci: Penguasaan kosakata, permainan hangaroo

Kosakata adalah salah satu dasar yang harus dikuasai sebelum mempelajari kemampuan bahasa inngris yang lain. Mengigat pentingnya kosakata dalam pembelajaran bahasa inggris, peneliti tertarik untuk mengadakan penelitian ini.

Penelitian ini adalah penelitian dengan desain quasi experiment dan diadakan di SMP Satya Dharma Balung. Masalah yang diteliti adalah; adakah pengaruh yang berarti antara penggunaan permainan hangaroo terhadap penguasaan kosakata murid kelas tujuh di SMP Satya Dharma Balung tahun ajaran 2012/2013. Tujuan dari penelitian ini adalah untuk membuktikan ada tidaknya pengaruh yang berarti antara penggunaan permainan hangaroo terhadap penguasaan kosakata murid kelas tujuh di SMP Satya Dharma Balung tahun ajaran 2012/2013. Dua kelas yang terdiri dari 64 murid kelas tujuh digunakan sebagai kelas kontrol dan eksperimen.

Setalah mengadakan pretest pada kedua kelas, para murid di kelas eksperimen diberikan permainan hangaroo sebagai media untuk mengetahiu ada tidaknya pengaruh yang berarti terhadap penguasaan kosakata siswa yang mencakup kata benda, kata kerja, dan kata sifat. Sedangkan proses belajar mengajar di kelas kontrol dilakukan tanpa menggunakan permainan hangaroo sebagai media. Setelah tiga kali pertemuan, posttest diberikan kepada siswa dikedua kelompok. Hasil dari pretest dan posttest kemudian dihitung menggunakan t-test.

Hasil dari t-test menunjukkan 9,50 dengan derajat kebebasan 62. Dengan menngunakan taraf kepercayaan 0,05 atau t0,95 memberikan hasil 1,67 dan ini menunjukkan bahwa hasil t-test lebih tinggi dari t-tabel (9.50 > 1.67). dari perhitungan tersebut ditemukan bahwa ada perbedaan yang berarti penguasaan kosakata antara siswa di kelas yang menggunaan permainan hangaroo dengan siswa di kelas tanpa menggunakan permainan hangaroo. Sehingga dapat disimpulakan bahwa adanya pengaruh yang berarti antara penggunaan permainan hangaroo terhadap penguasaan kosakata murid kelas tujuh di SMP Satya Dharma Balung tahun ajaran 2012/2013.

INTRODUCTIONEnglish become an important thing in this era. Now, English to be

international language that learn by everyone in each country so we have to understand English well for communicate with other people in different country.

In education side, Indonesia has curriculums that organize about the teaching and learning English in schools. English is second language that learns after Indonesian language in our country. Brown (2007:1) states that learning a second language are long and complex undertaking, so English already learn from the elementary school to university in Indonesia, even in kindergarten also started to learn English.

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To fulfill students’ requirement in learn English, it needs a teacher that has a good skill. A teacher must build an interactive and interesting class to make students still active in learning English. In this case, the teacher should be able to use an interesting technique to avoid the students’ boredom.

Before learning English, we have to know the basic one that will make students are easy to understanding English well, and vocabulary is the important one in language learning. Without sufficient vocabulary students can not produce many words, can not communicate with others, and difficult learning English as the second language. Learning vocabulary is one of the first steps in learning a second language, begin from vocabulary we will know a new word and learning a new meaning. The use of vocabulary in every level of school is very important because vocabulary is the basic knowledge of someone to master all language skills in a higher study for the further knowledge and it depend on the each teacher in every school to teach vocabulary as interest as possible. There are many techniques which help someone to acquire new vocabulary, and game is one option that always makes students attracted. Přibilová (2006:24) claims “many games can be looked at as drill exercises but they have an added fun and competition element.”

Agoestyowati (2007: xi) states that “games help and encourage learners and participants to sustain their interest in English.” Therefore learning English vocabulary using games has an important role for teachers and students. The first, as students, they have strong and good motivation to learning English. The second, they are easy to accept the English material because they learn by playing games that nowadays has been grown and developed in Indonesia. The third, teaching English vocabulary using games can help teacher in teaching learning process.

As we know that there are many words game which have been made and designed for vocabulary learning, and one of them is hangaroo game. Hangaroo is just like hangman - guess the hidden phrase to complete a level. Hangaroo game is filled with quite a large number of phrases and terms, the aim should be to make correct guesses. Amaan (2011) claims “the uniqueness of hangaroo game lies in the fact that you are not just playing for fun and thrill but to test your ability and skill too.” Here we have to guess a word that supplied based on the clues that given.

Hangaroo game is a kind of word game which is interesting and may help to increase vocabulary too. The most interesting aspect of the hangaroo game is that if we run out of words and phrases, we can easily create our own lists in text files following the conventions detailed in the help file, because hangaroo is a game with endless possibilities, as it is limited only to our imagination. Prasetiawati (2011:35) describe in her research that “using hangaroo games in teaching vocabulary mastery is effective enough particularly in junior high school, because it can make students remember the vocabulary and can be used to add vocabulary easily.” The students have to think of a word and try to guess it by suggesting letters, until either the word is completed.

Based on the theories explained above, the research about hangaroo game is important to conduct. So this thesis is entitled “The effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year.”

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RESEARCH METHOD

ParticipantsThe participants of this research consisted of 64 seventh grade students of SMP Satya Dharma Balung. In each group, there were 32 students.

InstrumentThe instrument which was used to collect the data needed in this research was vocabulary test. The test was objective test in form of multiple choices and consisted of 40 items. Regarding with the validity, the researcher used content validity which means that the researcher made the test based on the curriculum where the research was conducted. While the reliability of the test was analyzed by using Spearman Brown (Split Half Odd-Even Technique). The researcher found that the reliability of the test was 0.95.

ProcedureTwo classes were taken to conduct this research. One group was treated as control group and the other was treated as experimental group. Before the treatment was given, a pretest was established to both groups. And the posttest was given after 3 meetings of teaching and learning process. Each meeting lasted in 80 minutes. Both groups were taught with exactly the same way of teaching; the only difference was that the experimental group was taught by using hangaroo game during the teaching and learning process.

RESULT AND DISCUSSIONIn general, to collect the data of the research, pretest and posttest were given to both experimental and control group. The result of pretest and posttest of both groups can be described with the table below.

Table: Comparison of the control and experimental group’s scores

Group

Pretest Posttest

Sum of Difference

Mean Difference

Total Correct Answer

Mean

Total Correct Answer

Mean

Experiment (X) 70321.96

96830.25

265 8.29

Control (Y) 69021.56

800 25 110 3.44

Based on the calculation of t-test formula from the score of pretest and posttest on vocabulary mastery test, the value result of t-test is 9,50. And then the result of the degree of freedom (df) is 62 compare with t-table by using significance 5% or t0,95

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gives the result 1.67. It is clear that the value of t-test is higher than t-table (9.50>1.67).

There are two kinds of hypothesis that used in this research, namely null hypothesis and alternative hypothesis. The null hypothesis is rejected if the t-value is higher than the t-table. While the alternative hypothesis is rejected if the t-value is lower than the t-table.

The null hypothesis is that there is no significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year, while the alternative hypothesis is that there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year.

Because the result of the calculation showed that the t-value was higher than the t-table (9.50>1.67), the null hypothesis is rejected and the alternative hypothesis is accepted. It means that there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year.

CONCLUSION AND SUGGESTIONConclusion

Based on the problem and purpose of the research, result of the data analysis of t-test is 9.50 and df is 62. In this case, the degree of freedom (df) of 62 compare with t-table by using significance 5% or t0,95 gives the result 1.67. Remembering two kinds of hypothesis that used in this research, namely null hypothesis and alternative hypothesis with certainty the null hypothesis is rejected if the t-value is higher than the t-table, while the alternative hypothesis is rejected if the t-value is lower than the t-table. Then the result was showed that the score is higher than t-table (9.50>1.67), thus the null hypothesis was rejected and the alternative hypothesis was accepted. So it can be concluded that “there is significant effect of using hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year.”

SuggestionThe result of the research shows that there is significant effect of using

hangaroo game on the seventh grade students’ vocabulary mastery at SMP Satya Dharma Balung in the 2012/2013 academic year. The suggestion gives for the English teacher, the students, and the other researcher.

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