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i SKRIPSI THE USE OF HANGAROO GAME TO TEACH VOCABULARY MASTERY FOR THE FIFTH GRADE STUDENTS OF SD N 2 RAGUKLAMPITAN JEPARA IN ACADEMIC YEAR 2014/2015 BY: NILA RAHMAWATI 201132261 ENGLISH EDUCATION DEPARTMENT TEACHER TRAINING AND EDUCATION FACULTY MURIA KUDUS UNIVERSITY 2015

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i

SKRIPSI

THE USE OF HANGAROO GAME TO TEACH VOCABULARY

MASTERY FOR THE FIFTH GRADE STUDENTS OF SD N 2

RAGUKLAMPITAN JEPARA IN ACADEMIC YEAR 2014/2015

BY:

NILA RAHMAWATI

201132261

ENGLISH EDUCATION DEPARTMENT

TEACHER TRAINING AND EDUCATION FACULTY

MURIA KUDUS UNIVERSITY

2015

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THE USE OF HANGAROO GAME TO TEACH VOCABULARY

MASTERY FOR THE FIFTH GRADE STUDENTS OF SD N 2

RAGUKLAMPITAN JEPARA IN ACADEMIC YEAR 2014/2015

SKRIPSI

Presented to the University of Muria Kudus in Partial Fulfillment of the

Requirements for Completing the Sarjana Program in English Education

By

Nila Rahmawati

NIM 201132261

ENGLISH EDUCATION DEPARTMENT

TEACHER TRAINING AND EDUCATION FACULTY

MURIA KUDUS UNIVERSITY

2015

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MOTTO AND DEDICATION

MOTTO

Tranquility can be found when we are with God.

The more we are grateful, the more happiness we get.

Nothing is impossible, Anything can happen as long as we believe.

Never give up, fix mistakes, and keep stepping.

DEDICATION

This skripsi is dedicated to:

Allah SWT

My beloved parents thanks for your

supports.

My beloved young brother.

My beloved special one thanks for all

his love and support.

My best friends thanks for all her and

his support.

All of my friends in English

Education Department from UMK

that are kept in my deepest heart.

Thanks for all sweet memories that

we have ever made.

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ACKNOWLEDGMENT

Alhamdulillahirobbil’alamin, the writer would like to express her high

gratitude to Allah SWT for blessing and guidance, so the writer can finish her

skripsi entitled “The Use Of Hangaroo Game To Teach Vocabulary Mastery For

The Fifth Grade Students Of Sd N 2 Raguklampitan Jepara In Academic Year

2014/2015”.

This skripsi would never be completed without assistance of others.

Therefore, the writer would like to express her deep gratitude to:

1. Dr. Slamet Utomo, M.Pd, as the Dean of Teacher Training and Education

Faculty of Muria Kudus University.

2. Diah Kurniati, S.Pd, M.Pd, as the Head of English Education Department

and as the writer’s first advisor who was giving in valuable guidance,

showing the appropriate references, and helping her in all of the

difficulties. Moreover, for her kindness and helpfulness corrections to this

final project until its completion.

3. Atik Rokhayani, S.Pd, M.Pd. as the second advisor who has read this final

project carefully and given many useful suggestions and also corrections

for its improvement.

4. All of lecturers and staff of English Education Department Teacher

Training and Education Faculty.

5. Paijo, S.Pd.as the head master of SD N 2 Raguklampitan Jepara who has

given the opportunity to do this research.

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6. Anik widya, S.Pd as the English teacher of SD N 2 Raguklampitan Jepara

who gave her time in helping this research.

7. The fifth grade students of SD N 2 Raguklampitan Jepara in academic

year2014/2015 for their corporation.

8. Writer’s beloved parents (Mr. Bisri and Mrs. Sripah) and her young

brother (M. Afi Firman N) for their love, pray, support and do the best for

writer.

9. Writer’s close friends;Fitria, Testi, Mbak Indah (Nuna), Lina, Sulis, Nurul,

Titha, Sukamto.

10. Writer’s special one (M. Adib Luthfi) for his love, care, patience, support

and the best for writer.

There is no greatest obstacle in writing this skripsi than avoiding the

temptation of being perfect. Therefore, suggestion from the reader will be fully

appreciated and always awaited. The writer do expects that this research will be

useful for those, especially who are in the field of education.

Kudus, June 2015

The Writer

Nila Rahmawati

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ABSTRACT

Rahmawati, Nila. 2015. The Use of Hangaroo Game to Teach Vocabulary

Mastery for the Fifth Grade Students of SD N 2 Raguklampitan Jepara in

Academic Year 2014/2015. Skripsi. English Education Department, Teacher

Training and Education Faculty. Muria Kudus University. Advisor : (1)

Diah Kurniati, S.Pd, M.Pd., (2) Atik Rokhayani, S.Pd, M.Pd.

Key words: Vocabulary, Hangaroo Game

One of the part in creating and understanding the language is vocabulary

mastery. People cannot express their opinion and ideas in English without

knowing their vocabulary. In fact, the English teacher in SD N 2 Raguklampitan

Jepara stated that the fifth grade students still have difficulties to master

vocabulary. They are difficult to use the correct vocabularies in sentences. So the

technique that the teacher used that is conventional is also less satisfied in

teaching learning process. Because of the reason, the writer would like to use

interesting technique in teaching vocabulary mastery, the technique is Hangaroo

Game. Hangaroo game is a kind of games by filling the blank. Hangaroo game

can be used as one of teaching media to make teaching English vocabulary more

interesting. With the application of this media, the students will be interested and

felt enjoyable during the teaching and learning process.

The purpose of this research is to find out whether there is a significant

difference between the Mastery of Vocabulary for the Fifth Grade Students of SD

N 2 Raguklampitan Jepara in the Academic Year 2014/2015 before and after

being Taught through Hangaroo Game.

The method of this research used an experimental research with one group

pre-test post-test. The population used by the writer is the of Fifth Grade Students

of SD N 2 Raguklampitan Jepara in the Academic Year 2014/2015. The writer

used a test as instrument of the research. The kind of the test was multiple choice

test. The test consists of 22 questions.

The result of this research shows that in level significance 5% and degree

of freedom (df) N-1 = 21, there is a significant difference between vocabulary

mastery of the fifth grade students of SD N 2 Raguklampitan taught by using

Hangaroo Game in Academic Year 2014/2015 and without using Hangaroo

Game. It is shown from the calculation result t-observation (t₀) is 7.8, meanwhile

t-table is 2,08. It means the null hypothesis is rejected and the alternative

hypothesis is accepted (t₀ = 7.8 > tt = 2.08). The vocabulary mastery of the fifth

grade students of SD N 2 Raguklampitan Jepara taught by using Hangaroo Game

in Academic Year 2014/2015 is good (Mean = 66.4 and SD = 11.16). And

vocabulary mastery of the fifth grade students of SD N 2 Raguklampitan Jepara

without using Hangaroo Game in Academic Year 2014/2015 is low (Mean =

53.22 and SD = 13.5)

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After knowing the result of this research that Vocabulary Mastery of the

Fifth Grade Students of SD N 2 Raguklampitan Jepara Taught by Using Hangaroo

Game in the Academic Year 2014/2015 is higher than without using Hangaroo

Game. Thus, the writer suggests that the teacher should be able to created in

teaching learning process more interesting, innovative, and enjoyable. The teacher

can use Hangaroo Game in teaching vocabulary mastery because Hangaroo Game

is an efective game to teach vocabulary.

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ABSTRAK

Rahmawati, Nila. 2015. Penggunaan Hangaroo Game untuk Mengajar

Kemampuan Kosa Kata pada Siswa Kelas Lima SD N 2 Raguklampitan

Jepara Tahun Ajaran 2014/2015. Skripsi. Program Studi Pendidikan

Bahasa Inggris, Fakultas Keguruan dan Ilmu Pendidikan, Universitas

Muria Kudus. Pembimbing (I) Diah Kurniati, S.Pd, M.Pd. (II) Atik

Rokhayani, S.Pd, M.Pd.

Kata kunci : Kosa kata , Hangaroo Game

Salah satu bagian dalam menciptakan dan pemahaman bahasa adalah

penguasaan kosa kata. Seseorang tidak bisa mengutarakan pendapat mereka dan

ide dalam bahasa inggris tanpa mengetahui kosa kata mereka. Pada kenyataanya,

guru bahasa inggris di SD N 2 Raguklampitan Jepara mengatakan bahwa siswa

kelas lima masih kesulitan untuk menguasai kosa kata. Mereka kesulitan untuk

menggunakan kosa kata yang benar dalam sebuah kalimat. Jadi teknik yang

digunakan oleh guru adalah teknik yang biasa yang juga kurang menyenangkan

pasa proses belajar mengajar. Karena alasan tersebut, penulis ingin menggunakan

teknik yang menarik dalam mengajar penguasaan kosa kata, teknik tersebut adalah

Hangaroo Game. Hangaroo game adalah salah satu permainan dengan mengisi

bagian yang kosong. Hangaroo Game dapat digunakan sebagai salah satu media

pengajaran untuk membuat pembelajaran kosa kata Bahasa Inggris lebih menarik.

Dengan aplikasi media tersebut, siswa akan lebih tertarik dan mmenikmati selama

proses belajar mengajar.

Tujuan dari penelitian ini adalah untuk mengetahui apakah ada perbedaan

yang signifikan antara kemampuan kosa kata pada siswa kelas V SD N 2

Raguklampitan Jepara di tahun ajaran 2014/2015 sebelum dan sesudah

menggunakan Hangaroo Game.

Penelitian ini menggunakan sebuah penelitian eksperimental dengan satu

kelompok pre-test post-test. Populasi yang digunakan oleh penulis adalah siswa

kelas V SD N 2 Raguklampitan Jepara di tahun ajaran 2014/2015. Penulis

menggunakan tes sebagai instrumen penelitian. Jenis tes yang digunakan adalah

tes pilihan ganda. Tes ini terdiri dari 20 pertanyaan.

Hasil penelitian ini menunjukkan bahwa tingkat signifikansi 5% dan

derajat kebebasan (df) N-1 = 21, ada perbedaan yang signifikan antara

kemampuan kosa kata siswa kelas V SD N 2 Raguklampitan sesudah

menggunakan Hangaroo Game tahun ajaran 2014/2015 dan sebelum

menggunakan Hangaroo Game. Hal ini ditunjukkan dari hasil perhitungan t-

observasi (t₀) adalah 7.8, sedangkan t-tabel 2,08. Ini berarti hipotesis nol ditolak

dan hipotesis alternatif diterima (t₀ = 7.8> tt = 2.08). Kemampuan kosa kata

siswa kelas V SD N 2 Raguklampitan yang diajar dengan menggunakan Hangaroo

Game tahun ajaran 2014/2015 tergolong “baik” (Mean = 66.4 dan SD = 11.16).

Sedangkan kemampuan kosa kata siswa kelas V SD N 2 Raguklampitan tanpa

menggunakan Hangaroo Tahun Ajaran 2014/2015 tergolong “rendah” (Mean =

53.22dan SD = 13.5)

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Setelah mengetahui hasil penelitian ini nilai dari kemampuan kosa kata

siswa kelas V SD N 2 Raguklampitan Jepara sesudah menggunakan Hangaroo

Game tahun ajaran 2014/2015 lebih tinggi dari pada sebelum menggunakan

Hangaroo Game. Dengan demikian , penulis menyarankan bahwa guru harus

mampu menciptakan proses belajar mengajar yang lebih menarik , inovatif , dan

menyenangkan . Guru dapat menggunakan Hangaroo Game dalam mengajar

kemampuan kosa kata karena Hangaroo Game adalah sebuah teknik yang efektif

untuk mengajar kosa kata.

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TABLE OF CONTENTS

Page

COVER ......................................................................................................... i

LOGO ............................................................................................................ ii

PAGE OF TITLE ......................................................................................... iii

MOTTO AND DEDICATION .................................................................... iv

ADVISORS’ APPROVAL .......................................................................... v

EXAMINERS’ APPROVAL ....................................................................... vi

ACKNOWLEDGEMENT ........................................................................... vii

ABSTRACT .................................................................................................. ix

ABSTRAK .................................................................................................... x

TABLE OF CONTENTS ............................................................................. xii

LIST OF TABLES ....................................................................................... xiv

LIST OF FIGURES ..................................................................................... xv

LIST OF APPENDICES ............................................................................. xvi

CHAPTER I INTRODUCTION

1.1 Background of the Research ................................................................... 1

1.2 Statement of the Problems ...................................................................... 3

1.3 Objectives of the Research ..................................................................... 4

1.4 Significances of the Research ................................................................. 4

1.5 Limitation of the Research...................................................................... 4

1.6 Operational Definition ............................................................................ 5

CHAPTER II REVIEW OF RELATED LITERATURE AND

HYPOTHESIS

2.1. Teaching English for Young Learners .................................................... 7

2.1.1. The Characteristics of Young Learners ..................................... 8

2.2. Teaching English in SD N 2 Raguklampitan Jepara ............................. 10

2.2.1. Curriculum of Teaching English in SD N 2 Raguklampitan

Jepara ......................................................................................... 11

2.2.2. Purpose of Teaching English in SD N 2 Raguklampitan

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Jepara ......................................................................................... 12

2.2.3. Material of English Teaching in SD N 2 Raguklampitan

Jepara ........................................................................................ 13

2.3. Vocabulary Mastery ............................................................................... 13

2.3.1. Types of vocabulary ..................................................................... 14

2.4. Games ..................................................................................................... 15

2.4.1. The Advantages of Using Games ................................................. 16

2.5. Hangaroo Games .................................................................................... 16

2.5.1. The Advantages of Using Hangaroo Games ................................ 18

2.5.2. Teaching Vocabulary Mastery by Using Hangaroo Game ........... 18

2.6. Review of Previous Research ................................................................. 19

2.7. Theoritical Framework .......................................................................... 20

2.8. Hypothesis ............................................................................................. 21

CHAPTER III METHODOLOGY OF THE RESEARCH

3.1. Research Design ..................................................................................... 22

3.2. Population and Sample ........................................................................... 23

3.3. Instrument of the Research ..................................................................... 24

3.4. Data Collection ....................................................................................... 27

3.5. Data Analysis .......................................................................................... 28

CHAPTER IV RESEARCH FINDING

4.1 Finding of the research .......................................................................... 32

4.1.1. The Mastery of English Vocabulary of Fifth Grade Students of

SD N 2 Raguklampitan Jepara in academic year 2014/2015

before being taught by using Hangaroo Game .............................. 32

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4.1.2. The Mastery of English Vocabulary of Fifth Grade Students of

SD N 2 Raguklampitan Jepara in academic year 2014/2015 after

being taught by using Hangaroo Game. ........................................ 34

4.1.3 The Difference of the Mastery of English Vocabulary of Fifth

Grade Students of SD N 2 Raguklampitan Jepara in academic

year 2014/2015 before and after being taught by using Hangaroo

Game ............................................................................................. 37

4.2 Hypothesis Testing ............................................................................... 37

CHAPTER V DISCUSSION

5.1 Discussion .............................................................................................. 42

CHAPTER VI CONCLUSION AND SUGGESTION

6.1 Conclusion .............................................................................................. 48

6.2 Suggestion .............................................................................................. 49

BIBLIOGRAPHY .......................................................................................... 50

APPENDICES ................................................................................................ 52 CURRICULUM VITAE ........................................................................................... 90

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LIST OF TABLES

Table Page

3.1. The Criteria of English Vocabulary Mastery ..................................... 29

4.1 The Score of The Mastery of English Vocabulary of Fifth

Grade Students of SD N 2 Raguklampitan Jepara in academic

year 2014/2015 before being taught by using Hangaro ........................ 33

4.2 Frequency Distribution of The Mastery of English

Vocabulary of Fifth Grade Students of SD N 2

RaguklampitanJepara in academic year 2014/2015 before

being taught by using Hangaroo Game .................................................. 33

4.3 The Score of The Mastery of English Vocabulary of Fifth

Grade Students of SD N 2 RaguklampitanJepara in academic

year 2014/2015 after being taught by using Hangaroo Game ............ 34

4.4 Frequency Distribution of The Mastery of English

Vocabulary of Fifth Grade Students of SD N 2

Raguklampitan Jepara in academic year 2014/2015 after

being taught by using Hangaroo Game .............................................. 36

4.5 The Summary of T-test Result of the Mastery of English

Vocabulary of Fifth Grade Students of SD N 2

Raguklampitan Jepara in academic year 2014/2015 before

and after being taught by using Hangaroo

Game……………………………………………………….. ............ 40

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LIST OF FIGURES

Figure Page

3.1. The Design of Experimental of Single Group Using Pretest-Posttest ...... 23

4.1 The Bar Diagram of the Mastery of English Vocabulary of Fifth Grade

Students of SD N 2 Raguklampitan Jepara in academic year 2014/2015

before being taught by using Hangaroo

Game…………………………… ............................................................. 34

4.2 The Bar Diagram of the Mastery of English Vocabulary of Fifth Grade

Students of SD N 2 Raguklampitan Jepara in academic year 2014/2015

after being taught by using Hangaroo Game ............................................ 36

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LIST OF APPENDICES

Appendix Page

1. Syllabus .............................................................................................. 52

2. Lesson Plan Hangaroo Game ............................................................. 61

3. Students Worksheet ........................................................................... 69

4. The Pre Test Score of Vocabulary Mastery Test before Taught by

Using Hangaroo Game ....................................................................... 78

5. The Calculation of Mean and Standard Deviation of the Mastery

of English Vocabulary of Fifth Grade Students of SD N 2

RaguklampitanJepara in academic year 2014/2015 before being

taught by using Hangaroo Game ........................................................ 79

6. The post test score Vocabulary Mastery Test after Taught by

Using Hangaroo Game ....................................................................... 81

7. The Calculation of Mean and Standard Deviation of the Mastery

of English Vocabulary of Fifth Grade Students of SD N 2

Raguklampitan Jepara in academic year 2014/2015 after being

taught by using Hangaroo Game ........................................................ 82

8. The Calculation of t-observation (to) of of the Mastery of English

Vocabulary of Fifth Grade Students of SD N 2 Raguklampitan

Jepara in academic year 2014/2015 taught by using Hangaroo

Game .................................................................................................. 84

9. List of students’ five grade students ................................................... 86

10. T-Table ............................................................................................... 87