The Use Of Guessing Game In Teaching Descriptive Text To Improve Students’ Speaking Skill (A Classroom Action Research On The Seventh Year Students Of Smp Negeri 1 Singosari)

Aini, ArizaNur (2016) The Use Of Guessing Game In Teaching Descriptive Text To Improve Students’ Speaking Skill (A Classroom Action Research On The Seventh Year Students Of Smp Negeri 1 Singosari). Sarjana thesis, Universitas Brawijaya.

Abstract

Demi komunikasi global, keterampilan berbahasa Inggris diperlukan untuk dipelajari dan dipraktikkan oleh pelajar EFL. Bahkan, ada beberapa masalah yang terjadi di kelas bahasa yang sering ditemukan oleh guru bahasa Inggris. Salah satunya adalah kesulitan memprovokasi siswa untuk berbicara. Siswa sering menghadapi beberapa kesulitan, seperti motivasi yang kurang, enggan berbicara, takut membuat kesalahan, dll. Masalah-masalah ini juga terjadi pada siswa tahun ketujuh SMPN 1 Singosari. Selain itu, aspek bahasa mereka seperti pengucapan dan tata bahasa juga dianggap rendah. Oleh karena itu, peneliti berniat untuk memecahkan masalah mereka dan meningkatkan keterampilan berbicara siswa dengan menerapkan permainan menebak. Untuk mengatasi masalah siswa dan memenuhi tujuan sebagaimana dinyatakan di atas, peneliti melakukan penelitian tindakan kelas (mobil) yang memiliki total empat pertemuan untuk tindakan hanya (tidak termasuk dua tes) dalam satu siklus. Fokus penelitian ini adalah implementasi permainan menebak untuk mengajar siswa di kelas VII-I tentang deskriptif sederhana dan bagaimana menggambarkan sesuatu, secara lisan. Dalam mengumpulkan data, peneliti melakukan wawancara, pengamatan kelas, dan melakukan tes sebelum dan sesudah implementasi. Kemudian, peneliti menganalisis data secara kualitatif dan kuantitatif untuk melaporkan temuan penelitian. Peneliti menggunakan dua standar sebagai kriteria keberhasilan penelitian. Pertama, peningkatan skor siswa pada tes berbicara yang mencapai setidaknya, 75% siswa memberikan kelengkapan skor minimum yaitu 80. Kedua, peningkatan partisipasi aktif siswa dalam berbicara selama implementasi permainan. Hasil penelitian ini menunjukkan bahwa ada peningkatan signifikan keterampilan berbicara siswa setelah implementasi permainan menebak. Bukti pertama ditunjukkan oleh hasil tes siswa berbicara. 79% siswa melewati kelengkapan skor minimum (80), yang meningkat lebih signifikan daripada tes sebelumnya yang diperoleh pada studi pendahuluan (47% siswa lulus kelengkapan skor minimum). Selain itu, partisipasi aktif siswa selama implementasi permainan menebak juga ditingkatkan. Ini berarti bahwa penelitian tindakan kelas berhasil diselesaikan. Ini juga menunjukkan bahwa permainan menebak bisa menjadi cara yang efektif dalam meningkatkan keterampilan berbicara siswa.

English Abstract

For the sake of global communication, English speaking skill is needed to be learnt and practiced by EFL learners. In fact, there are several problems happen in language classroom that are often found by the English teacher. One of them is the difficulty of provoking students to speak. Students often face some difficulties, such as less motivation, reluctant to speak, afraid of making mistake, etc. These problems also happened to the seventh year students of SMPN 1 Singosari. Besides, their language aspects such as pronunciation and grammar were also considered low. Therefore, the researcher intends to solve their problems and improve students’ speaking skill by implementing guessing game. To overcome students’ problems and fulfill the objective as stated above, the researcher conducted a classroom action research (CAR) which has total four meetings for the action only (exclude two tests) within one cycle. The focus of this study is the implementation of guessing game to teach students at class VII-I about simple descriptive and how to describe something, orally. In collecting the data, the researcher did an interview, classroom observation, and conducted test before and after the implementation. Then, the researcher analyzed the data both qualitatively and quantitatively to report the research findings. The researcher used two standards as the criteria success of the study. First, the improvement of students’ score on speaking test which reaches at least, 75% of the students pass the minimum score completeness that is 80. Second, the improvement of students’ active participation in speaking during the implementation of the game. The result of this study shows that there is significant improvement of students’ speaking skill after the implementation of guessing game. The first evidence was shown by the students’ test result of speaking. 79% of students passed the minimum score completeness (80), which increased more significantly than the previous test obtained on the preliminary study (47% of students passed the minimum score completeness). Besides, students’ active participation during the implementation of guessing game was also improved. It means that the classroom action research is successfully accomplished. It also shows that the guessing game could be an effective way in improving students’ speaking skill.

Item Type: Thesis (Sarjana)
Identification Number: SKR/FBS/2016/263/051606680
Subjects: 400 Language > 420 English and Old English (Anglo-Saxon)
Divisions: Fakultas Ilmu Budaya > Bahasa dan Sastra Inggris
Depositing User: Nur Cholis
Date Deposited: 26 Aug 2016 15:04
Last Modified: 19 Oct 2021 06:40
URI: http://repository.ub.ac.id/id/eprint/102136
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