Enhancing The Students Vocabulary Mastery By Using Riddles Game At SMP Ar-Rohmah Putri Dau

Octaviarnis, Imroatin (2017) Enhancing The Students Vocabulary Mastery By Using Riddles Game At SMP Ar-Rohmah Putri Dau. Sarjana thesis, Universitas Brawijaya.

Abstract

Berdasarkan hasil penelitian pendahuluan di SMP Ar-Rohmah Putri Dau yaitu di kelas 7 H terdapat beberapa siswa yang mengalami kesulitan pada kosakata. Misalnya, ketika guru memberi materi dengan menggunakan bahasa Inggris, siswa kesulitan dalam mengerti penjelasan guru dikarenakan kurangnya kosakata yang dimiliki. Selain itu, jarangnya siswa membaca buku bahasa Inggris dan fasilitas internet tidak diperbolehkan di pondok. Kemudian, peneliti mengusulkan permainan tebak-tebakkan sebagai solusi untuk mengatasi masalah tersebut. Oleh karena itu, masalah dari penelitian ini adalah “Bagaimana permainan tebak kata meningkatkan kosakata siswa di SMP Ar-Rohmah Putri Dau” Dalam penelitian ini, peneliti menggunakan penelitian kelas sebegai desain penelitian. Penelitian ini terdiri dari 4 langkah: Rancangan penelitian, melaksanakan penelitian, megamati, refleksi penelitian. Terdapat satu siklus dalam penelitian ini yang terdiri dari tiga pertemuan. Subjek penelitian ini adalah kelas 7 H. Peneliti menggunakan instrumen seperti; wawancara, angket, pengamatan, catatan penelitian dan tes kosakata Jenis kriteria keberhasilan yaitu 70% siswa kelas 7 H mendapatkan nilai diatas 80. Adapun rata-rata nilai dari pasca tes yaitu 93,54% siswa berhasil melewati kriteria keberhasilan. Berdasarkan hasil dari angket, siswa tertarik dengan permainan tebak kata selama proses pembelajaran dan bertambahnya kosa kata setelah diadakannya permainan kosakata. Berdasarkan penelitian ini, merekomendasikan guru bahasa Inggris untuk menggunakan permainan tebak-tebakan sebagai teknik alternatif dalam mengajarkan kosa kata Untuk siswa, siswa dapat mengaplikasikan permainan ini diluar kelas. Untuk peneliti selanjutnya, permainan ini dapat digunakan sebagai referensi dalam meningkatkan kosakata siswa dalam pembeljaran bahasa Inggris.

English Abstract

Based on the result of preliminary study at SMP Ar-Rohmah Putri Dau in 7 H the researcher knew the problem of the students in vocabulary mastery. For instance, when the teacher gave some material in English, the students got difficulty in learning English because the students were lack of vocabulary. Besides, the students were not accustomed to read the book, and also the fasilities were not support them. The smartphone and internet were not allowed in the school. Then, the researcher proposed riddles game to solve the problems. Therefore, the problem of the study was “How do riddles game enhance vocabulary mastery at SMP Ar-Rohmah Putri Dau”. In this research, the researcher used Classroom Action Research as the research design. There were four stages in one cycle in which planning the action, implementing the action, observing the action, and reflecting on the action. There was one cycle of this research that consisted of three meetings. The subject of the study was 7 H class. The researcher used the research instruments such as interview guide, questionnaire, observation checklist, field notes and test. There was criterion of success in which 70% of the students passed the minimum score that was 80. The average score of post-test was 93,54% students passed the criterion of success. Based on the post questionnaire, the students felt interested during learning process and the students’ vocabulary mastery was improved. Based on the finding of the result, the researcher suggested to English teacher to use riddles game as an alternative technique in teaching vocabulary. For the students, students could apply this game out of the class. For the next researcher, the researcher hopes other researchers can use riddles game as a reference to conduct their research on the field because riddles game is the effective way to teach vocabulary.

Item Type: Thesis (Sarjana)
Identification Number: SKR/FBS/2017/618/051707398
Uncontrolled Keywords: Vocabulary mastery, Riddles game, Classroom Action Research
Subjects: 400 Language > 420 English and Old English (Anglo-Saxon) > 420.71 English learning
Divisions: Fakultas Ilmu Budaya > Pendidikan Bahasa Inggris
Depositing User: Kustati
Date Deposited: 14 Sep 2017 04:20
Last Modified: 22 Nov 2020 23:41
URI: http://repository.ub.ac.id/id/eprint/2515
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