proposal bahasa inggris - pendidikan
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RESEARCH PROPOSAL
IMPROVING THE STUDENTS’ MASTERY OF VOCABULARYTHROUGH GAMES
( A STUDY WILL BE CONDUCTED AT MTS TARBIYAH TONDANO )
Disusun Oleh : Nama : SulistionoNo. Absen : 23Kelas : XII MP
PEMERINTAH KABUPATEN MAGETANDINAS PENDIDIKAN
SMK PGRI 1 MAGETANTahun Pelajaran 2012/2013
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CHAPTER I
INTRODUCTION
1. BACKGROUND OF THE STUDY
Learning English is very important, because English has become an
international language, which is used by most communities in the world. Many
countries use English as their second language. In spite of the difficulties in
studying English, it is worthwhile to study the language because it plays a very
important role in almost all fields of life such as: communication, commerce,
economy, politics, education, science, technology and so on.
In Indonesia English is not considered as a second language but English is
a foreign language. English is also called as the target language that has to be
taught teach in schools in today’s Indonesian curriculum. Therefore the student is
hoped to increase their ability in English.
Increasing the students’ ability in mastering English the teachers have to
think how to make students mastery English for their own purposes. There are so
many approaches, methods, and techniques that can be used by the teacher.
One technique that was used by the teacher to increase the students’ ability
in English is Games. Through games there are so many advantages for students
and teachers in learning process. The students can be more motivated and
challanged. Games provide language practice in various skills of speaking,
listening, writing, and reading. Games also encourage students to interact and
communicate.
This study examines the students mastering of vocabulary through games
because Games have been shown to have advantages and effectiveness in learning
vocabulary in various ways. Therefore, the role of games in teaching and learning
vocabulary cannot be denied. However, in order to achieve the most important
from vocabulary games, it is essential that suitable games are chosen. Whenever a
game is to be conducted, the number of students, proficiency level, cultural
context, timing, learning topic, and the classroom settings are factors that should
be taken into account.
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One of the aims of teaching English is to enhance students to be able to
understand English words which they might find in their environment. In fact,
students often find problems in learning the words. So it needs more teacher’s
attention to make the transfer of the vocabulary process easier to grasp and more
fun to learn. To do this hard job, teachers are hoped to have ingenuity in teaching
by using any kind of teaching aids that already exist in their environment. One of
those aids is using games. The writer chooses games because games help and
encourage many learners to sustain their interest and work. With games student
can have a lot of fun and get rid off their tiresome during the lesson.
Based on the background above the research entitled Improving Students’
Mastery of Vocabulary will be conducted to see if games can improve the
mastery of vocabulary.
2. RESEARCH PROBLEM
The students cannot master English well, because they are lack of
vocabulary, the lack of motivation. Games are one effective and interesting
technique that can motivate and challenge the student interest to improving the
student communicative competence. Through games can improve the student’
mastery of vocabulary because vocabulary is one of the language components that
have to be taught to the students in learning a foreign language.
3. REASON FOR CHOOSING THE TOPIC
There are several reasons for choosing the topic, they are:
Teaching vocabulary through games is effective technique.
Using games bring so many advantages for student and teacher.
The researcher interested using games when teaching in the classroom.
4. PURPOSE OF THE STUDY
This study is done under the following purpose :
- To find out whether the using games can improve the students mastering of
vocabulary.
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5. BASIC ASSUMPTION
Games activities can increase the students’ mastering of vocabulary.
If the teacher is using games in the classroom, the student mastery of
vocabulary will be automatically increased.
Mastery of vocabulary is very important because without mastery of
vocabulary, student cannot increase their English competence in listening,
speaking, writing, and reading.
6. RESEARCH QUESTION
Can teaching vocabulary through games improve the students’ mastery of English
vocabulary?
7. HYPOTHESIS
In teaching and learning vocabulary through games can improve students’ mastery
of vocabulary.
8. SIGNIFICANCE OF THE STUDY
This study is expected to get the result that will be useful for readers, in terms of:
a. As an input data for the English teachers about the using games in the
classroom and the importance of vocabulary in teaching English.
b. To motivate students to increase their vocabulary.
3. It is hoped that this study will contribute or would be of any value to
other students in conducting further research of the similar topic.
c. Directly, the writer’s knowledge can be developed by investigating the
topic.
9. SCOPE DELIMITATION OF THE STUDY
This study is delimited of the use of games in improving the students’ mastery of
vocabulary in the second grade of students at MTs Tarbiyah Tondano. Clearly the
writer will only discuss the role of game in helping students learn vocabulary. The
writer delimited games into english games such as Hang man game, Guessing
Games, Word-Focus Games, Treasure Hunts
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10. DEFINITION OF TERMS
Game activities : Games also help the teacher to create contexts 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 express their own point of view or give
information.
Vocabulary : acording to Huyen and Nga (2003) : “In order to
communicate well in a foreign language, students should acquire an adequate
number of words and should know how to use them accurately”
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CHAPTER II
REVIEW OF LITERATURE
1. Teaching
Teacher plays an important role in teaching learning process. In teaching
English as a foreign language the teacher need to vary way of teaching in order to
get the students interest and attention to the lesson. In teaching learning process
there are some factors, which can influence the successful goals in the school.
They are curriculum, materials, method, teachers, students and the technique.
Richey (1912:1) stated that : “teaching may be considered to be basic to all
the other professions are made possible through the work of teachers in
elementary and secondary school, college, and university.”
Furthermore Brown (1980:7) stated that : “teaching is showing or helping
someone how to do something, given instruction, guiding in the study of
something providing with knowledge, causing to know or to understand. Teaching
is building and facilitating learning, enabling the learner to learn, setting the
conditions for learning.”
It means teaching is a systematic way, teacher as an organizer should be
creative to make learner interested in following the subject. Teaching may be said
to cover not only activities of guiding students’ activities but also those which aim
at helping students develop themselves and be able to adapt themselves in the
group to which they’re belong. At the result of teaching the students should be
able to interest in their group. They’re learning to think, feel, and act in harmony
through social groups of which they are a part.
2. Vocabulary
Vocabulary is one important aspect in learning a foreign language.
Without a proportional amount of vocabulary anyone will get trouble in her
speaking, reading, listening, and writing. Without a shred of doubt, the writer said
that the acquisition of vocabulary would help people in gaining, understanding,
and also enhancing the process of knowledgeable transfered for a better life.
Indisputably the chances for progress or success in any kind of fields, like
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computers, technology, economy, politics, tourism, and educational increase with
the size and applications of vocabulary.
Vocabulary plays important roles in mastering English. Rivers in
Nunan(1992: 17) stated that vocabulary is essential for successful study on the
secondlanguage. Wilkins in Thornbury (2002: 13) summed up that without
vocabularynothing can be conveyed. Vocabulary refers to all words in the whole
languageused in a particular variety.
According to Harimukti Kridalaksana, vocabulary is a component of a
language that maintains all of information about meaning and using word in a
language.
3. Games
‘Games also help the teacher to create contexts 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 express their own point of view or give information.'
According to Jeremy Harmer, games are a vital part of a teacher’s
equipment, not only for the language practice they provide, but also for the
therapeutic effect they have. They can be used at any stage of a class to provide an
amusing and challenging respite from other classroom activity about their English
class.
4. The Types of Games
a. Hang Man Games
Hang Man Games is game that the student played on groups. Before start
the games, teacher explain how to play the game. The student must memorise the
word about everything. For Example about Animal, the student must memorise
the name of animal. After that, teacher devided rthe student into two groups, the
student must guess the word. “ Is that A,I,U, etc” and if the word they guess false,
teacher make on the board the picture people hang.
b. Guessing Games
Guessing games can be painless ways to develop or reinforce any number
of concepts. “Guess What I am” or “Guess Who I am” for example, can be used to
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teach about animals, professions, or people in different age groups (baby, child,
teenagers, young adult, middle-age adult, elderly person). “Guess What I’m
doing” can be used to teach recognition in the target language of activities such as
taking a bath, go finishing, doing homework, and so forth.
Various sources for game ideas are mentioned, but teachers are reminded
that one of the best sources is the students themselves.
c. Word-Focus Games
Games that using word to see how many other words they can make from
them. For example, the following words can be made from the word teacher: ear,
her, teach, reach, cheer, each, hear, here, arch, tea, eat, and so forth.
D
A
M
R
G
W
S
E
I
L
T
N
An alternative activity is to have teams of students see how many words they can
make from a letter grid such as the example:
Student must move along the connecting lines without skipping any
letters. A single letter cannot be used twice in succession but can be returned to if
there is an intervening letter. For example, regret is acceptable but great is not.
d. Treasure Hunts
A treasure hunt is a favorite game among second language learners. It
allows them to work cooperatively in a group effort to find the items required.
The following steps are taken in organizing a treasure hunt.
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(1) Divide the class into groups of from three to six members.
(2) Give an identical list of treasure to each group.
(3) Read the items a loud for children or less proficient students to make sure
they understand the vocabulary.
(4) A time limit should be given.
(5) Say “go” to indicate when the groups can begin their search.
(6) At the end of the time limit, or when the first group returns, everyone gets
together to check each item, giving points (five points are suggested) for
each completed item points are taken away for uncompleted ones.
5. Why game activities
There is some reasons why activities in teaching learning process game are
very important in teaching English as a foreign language.
According to Andrew Wright, David Betteridge and Michael Buckby in their
books ‘Games for language learning’ Cambridge University Press, 1984 :
'Language learning is hard work ... Effort is required at every moment and must
be maintained over a long period of time. Games help and encourage many
learners to sustain their interest and work.'
'The need for meaningfulness in language learning has been accepted for
some years. A 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 experienced
and, therefore, better remembered.
If it is accepted that games can provide intense and meaningful practice of
language, then they must be regarded as central to a teacher's repertoire. They are
thus not for use solely on wet days and at the end of term!' (from Introduction, p.
1)
Aydan Ersoz state in The Internet TESL Journal, Vol. VI, No. 6, June
2000 that 'Language learning is a hard task which can sometimes be frustrating.
Constant effort is required to understand, produce and manipulate the target
language. Well-chosen games are invaluable as they give students a break and at
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the same time allow students to practice language skills. 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.'
Games are highly motivating because they are amusing and interesting.
They can be used to give practice in all language skills and be used to practice
many types of communication.
Furthermore from 'Creative Games for the Language Class' by Lee Su Kim
'Forum' Vol. 33 No 1, January - March 1995, Page 35 defined 'There is a common
perception that all learning should be serious and solemn in nature, and that if one
is having fun and there is hilarity and laughter, then it is not really learning. This
is a misconception. It is possible to learn a language as well as enjoy oneself at the
same time. One of the best ways of doing this is through games.'
'There are many advantages of using games in the classroom:
1. Games are a welcome break from the usual routine of the language class.
2. They are motivating and challenging.
3. Learning a language requires a great deal of effort. Games help students to
make and sustain the effort of learning.
4. Games provide language practice in the various skills- speaking, writing,
listening and reading.
5. They encourage students to interact and communicate.
6. They create a meaningful context for language use.'
6. The use of game in developing mastering of Vocabulary
Many experienced textbook and methodology manuals writers have
argued that games are not just time-filling activities but have a great educational
value. W. R. Lee holds that ‘most language games make learners use the language
instead of thinking about learning the correct forms’ (1979:2). He also says that
games should be treated as central not peripheral to the foreign language teaching
programmed. A similar opinion is expressed by Richard-Amato, who believes
games to be fun but warns against overlooking their pedagogical value,
particularly in foreign language teaching. There are many advantages of using
games. "Games can lower anxiety, thus making the acquisition of input more
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likely" (Richard-Amato 1988:147). They are highly motivating and entertaining,
and they can give shy students more opportunity to express their opinions and
feelings (Hansen 1994:118). They also enable learners to acquire new experiences
within a foreign language which are not always possible during a typical lesson.
Furthermore, to quote Richard-Amato, they, "add diversion to the regular
classroom activities," break the ice, "[but also] they are used to introduce new
ideas" (1988:147). In the easy, relaxed atmosphere which is created by using
games, students remember things faster and better (Wierus and Wierus 1994:218).
S. M. Silvers says many teachers are enthusiastic about using games as "a
teaching device," yet they often perceive games as mere time-fillers, "a break
from the monotony of drilling" or frivolous activities. He also claims that many
teachers often overlook the fact that in a relaxed atmosphere, real learning takes
place, and students use the language they have been exposed to and have practised
earlier (1982:29). Further support comes from Zdybiewska, who believes games
to be a good way of practicing language, for they provide a model of what
learners will use the language for in real life in the future (1994:6).'
It means that Games 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.
Games are often used as short warm-up activities or when there is some
time left at the end of a lesson. Yet, as Lee observes, a game "should not be
regarded as a marginal activity filling in odd moments when the teacher and class
have nothing better to do" (1979:3). Games ought to be at the heart of teaching
foreign languages. Rixon suggests that games be used at all stages of the lesson,
provided that they are suitable and carefully chosen.'
Games also lend themselves well to revision exercises helping learners
recall material in a pleasant, entertaining way. All 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.
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According to Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga in Asian
EFL Journal ‘learning vocabulary through games’ - December 2003 'Games have
been shown to have advantages and effectiveness in learning vocabulary in
various ways. First, games bring in relaxation and fun for students, thus help them
learn and retain new words more easily. Second, games usually involve friendly
competition and they keep learners interested. These create the motivation for
learners of English to get involved and participate actively in the learning
activities. Third, vocabulary games bring real world context into the classroom,
and enhance students' use of English in a flexible, communicative way.'
Therefore, the role of games in teaching and learning vocabulary cannot be
denied. However, in order to achieve the most from vocabulary games, it is
essential that suitable games are chosen. Whenever a game is to be conducted, the
number of students, proficiency level, cultural context, timing, learning topic, and
the classroom settings are factors that should be taken into account.'
It means learning vocabulary through games is one effective and
interesting way that can be applied in any classrooms. The results of this research
suggest that games are used not only for mere fun, but more importantly, for the
useful practice and review of language lessons, thus leading toward the goal of
improving learners’ communicative competence.
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CHAPTER III
RESEARCH METHODOLOGY
1. Research Design
In this research, the writer would like to collect; process; analyzes the data
to get conclusion of the research. This research is called quantitative research
because it will use numbers or statistics. In this research pre-experimental design
with one group pre-test and post-test design will be used. Pre-test is the test which
given to the students’, before the treatment. The post-test is given to the student’s
after the treatment to find out the student’s achievement.
Butler (1985;65) stated that “experimental studies are those in which the
investigator deliberately manipulates some factors or circumstances in order to
test the effect on some other phenomenon”.
So there are two test: T1- the pre-test and T2- the post test. X is used to
symbolize the treatment in the representation of the design:
T1 X T2
The design above means that the teacher gives them pre-test before using
games then gives them post-test after teaching several times using games.
2. Population and Sample
Population
Population is the area in which you are trying to get information from.
According to Burns (1990 : 62) “Population is an entire group of people or
objects or events which all have at least one characteristics one common, and
must be defined specially and unambiguously”.
In this study, the population is the students of MTs Tarbiyah Tondano
Sample
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Sample is a section of your population that you are actually going to
survey.
McMillan and Schumacher (1984:32) say that: “Sample is a group of
subjects selected from the population.” The sample of this research is the second
grade students at MTs Tarbiyah Tondano. They consist of 21 students.
3. Data Collection
The writer gives the students the pre-test and post-test used to test the two
groups of student. Pre-test and post-test are the same in form as well as its content
but the time and aim are different.
Firstly, both the experiment class and controlled class were given the pre-test
before the lesson is begun to know the students knowledge of the material that
will be taught. Secondly, both the experiment class and control class were given
the same materials but with the different techniques of presentation. The
experiment class was given the games technique and the control class without
games. The last step in the experiment is giving the post-test to the two classes,
class A and class B. post-test giving after the lesson is finished, to know students
taught
4. Instrument
The data will be collected through a test. The test will be in form of
written test, they are objective and essay test. There are pre-test and post-test. The
test is arranged according to the material given.
5. Data analysis
In analyzing the obtained data, the writer will use mean score formula :
Hatch and Farhady (1082 : 30) stated that ;
= Mean score
= All score of the sample
N = Total number of students
The data presented in frequency distribution, computation or mean score X and
standard deviation and the entire test can be presented on frequency polygon.
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BIBLIOGRAPHY
Brown, H. D. (1980). Principle of language learning and teaching. New York: Prentice
Hall.
Butler, C. 1985. Statistics in linguistics. New York: Basil Blackwell.
Ersoz, A. 2000. Six Games for the EFL/ESL Classroom. The Internet TESL Journal, Vol.
VI, No. 6. Juny.
Hatch, E. & H Farhady. 1982. Resarch design and sttistics for applied linguistics.
Cambrirdge : Newbury House Publisher
Lee Su Kim. 1995. Creative Games for the Language Class. ‘Forum’ vol. 33 No. 1.
January-March.
McMillan and Schumaker. 1984. Research in Education. Boston: Little Brown and
Company.
Richey, R. W. 1912. Planning for teaching an introduction to education. California:
department of education Saint Mary’s College.