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INTRODUCTION
This chapter consists of background of the research, problem statement,
objective, significance and scope of the research.
A. Background
Language learning is hard work. Effort is required at every moment and
must be maintained over a long period. In condition to help the learners in
learning process they need something interest. In this situation giving games can
help and encourage many learners to sustain their interest and work. 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.
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.
There are many kinds of games which can be used in teaching English. Of
course, as a technique games need help from media. The media can be picture,
flash cards, object, puppet, cassette, projector and many others object surround
them. It is better if the games are familiar for children, because they learn in a
variety of ways, for example; by watching, by listening, by imitating and by doing
things. It means children learn their knowledge through what they see, heard in
their surrounding and then imitate it and imitating by doing things .Children can
generally imitate the sounds they hear quite accurately and copy the way adults
speak. It means they do imitation, memorization, practice and over learning, what
the people are said the most important tool for cognitive growth is how adults can
help the children to solve their problem.
In teaching a language, teacher might realize that he could not apply only
one or two strategies to all levels. In reverse, he was requires to be able to
recognize the characters of his students and to select an appropriate strategy to
them. It was not something different from teaching English in vocational high
school students especially. The teacher was supposed to know what that student
was closed with something fun and enjoyable but still had an educational value,
especially in improving English vocabulary of that student. The other hand
whenever he taught, he had to be selective in choosing a strategy to introduce a
learning material. A good teaching strategy would automatically facilitate him to
get students interest in learning process. In this case the teacher could choose a
strategy like interest game to improve English vocabulary of students.
The other word, teaching vocabulary-using games as methodolgy in
learning teaching process and the teaching materials for adults less than five years
old which is related with their surround, it means the vocabulary which related
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and introducing things surround them such as nouns, adjectives, things and the
other teaching material.
More students can not improve their vocabulary by their own way, it the
reason why the teachers have to help their student to increase their vocabulay, in
case the teachers have to give something interest like a game to improve them.
The other word the students have a problem in learning proses if there is no
something interest in.
Based on the observation, there is a problem in learning process of the first
grade students of SMK Latanro Enrekang. It can be known from the test that has
given to the students by their teacher. They order to write down vocabulary that
they have known. The result of this test is the students can not fulfill the standard
vocabulary that must be known by student, yet 500 words. It also didnt fulfill the
competence standart that is 75.
To solve this problem the writer would like to improve their lack
vocabulary through Search games. Games can help the teachers to create contexts
in which the language is useful and meaningful. In the whole process of teaching
and learning by games, the students can take part widely and open-mindedly. To
win the games each student or group should competitively answer the questions
addressed by the teacher or other students or groups. In order to do so they must
understand what the teacher or others are saying or have written, and they must
speak or write in order to express their own point of view or give information.
b. Students. The results of the research are expected to be useful and helpful
to the students to improve vocabulary mastery of the students.
E. The Scope of the research
The scope of the research is view from three different aspects. They are
discipline, content, and activity. By discipline, this research is under study of
applied linguistics. By content, this research is limited to the use of Search Games
in teaching vocabulary especially in teaching noun, verb and adjective. By
activity, this research will be conducted in eight meetings. The activity in this
research involves individual work and group work.
CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter consists of previous related studies, some pertinent ideas,
resume, conceptual frame work, and hypothesis.
A. Previous Related Studies
1. Studies Related on Game
-
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Function words are those vocabulary items that must to closed words
classes. Function words that are the words do not easy new items or lose old ones.
For example: pronouns, auxiliary verbs, prepositions, determiners, and many
adverbs. Function words should be taught as part of grammar and content words
as part of vocabulary.
d. Principles of Teaching and Learning Vocabulary
There are many theories about vocabulary learning. Thus, there are
several general principles for successful teaching, which are valid for any
method. According to Wallace (1988), the principles are:
1) Aim what is to be taught, which words, how many;
2) Need target vocabulary should respond students real needs and
interests;
3) Frequent exposure and repetition;
4) Meaningful presentation clear and unambiguous denotation or
reference should be assured.
Learning vocabulary is not a simple process. The students aim to
be reached in learning vocabulary process is principally their ability to
recall the word at will and to recognize it in its spoken and written form.
Generally, knowing a word involves knowing its form and
meaning. In fact, there are some important things to be known if people
want to understand the word entirely.
e. The Strategies in Teaching Vocabulary
(Harmer, 1998) provided some strategies in teaching vocabulary,
they are:
1) Reality
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7) Translation
The teacher asks the students to translate the given words into their
mother tongue. This strategy is very useful for beginner.
2. The Concepts of Search Games
a. Teaching English vocabulary-using games
Language learning is hard work. Effort is required at every moment
and must be maintained over a long period. Games help and encourage
many learners to sustain their interest and work.
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.
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.
There are many kinds of games which can be used in teaching
English. Of course, as a technique games need help from media. The
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media can be picture, flash cards, object, puppet, cassette, projector and
many others object surround them. It is better if the games are familiar for
children, because they learn in a variety of ways, for example; by
watching, by listening, by imitating and by doing things. It means children
learn their knowledge through what they see, heard in their surrounding
and then imitate it and imitating by doing things (children learn by doing)
Children can generally imitate the sounds they hear quite
accurately and copy the way adults speak. It means they do imitation,
memorization, practice and over learning, what the people are said. The
most important tool for cognitive growth and he also investigate how
adults can help the children to solve their problem. Scaffolding is bruners
theory, it means that scaffolding is explainig to students and interacting to
students to communicate, in scaffolding is holistic and must permeate all
aspects of scientific teaching, if we answer.
The other word teaching vocabulary-using games as methodolgy in
learning teaching process and the teaching materials for children less
than five years old which is related with their surround, it means the
vocabulary which related and introducing things surround them such as
family names, naming of alphabet, name of number. And teaching material
Learn how to teach math vocabulary and specific words as you
demonstrate math activities and when you talk to your students about their
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math experiences. Children learn the language of math just like they learn
to talk about other topics.
In this variation, students break up into small groups and play a
board game following commands. After the students have completed the
game, they create their own board game using commands they have
created on their own.
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 the same time allow students to practise
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 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, a game should not be regarded as
a marginal activity filling in odd moments when the teacher and class have
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There are many advantages of using games in the classroom. Games are a
welcome break from the usual routine of the language class.
1. They are motivating and challenging.
2. Learning a language requires a great deal of effort.
3. 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.
7. Vocabulary games bring real world context into the classroom, and
increase students use of English in a flexible, meaningful and
communicative way.
8. Games usually involve friendly competition and they keep students
interested in learning the language.
9. Games can help them (children) learn and hang on to new words more
easily.
b. Types of language games
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Difference task, where each person has a slightly different picture, and the
task is to identify the differences.
3. Guessing games. These are a variation on information gap games. One of
the best known examples of a guessing game is 20 Questions, in which
one person thinks of a famous person, place, or thing. The other
participants can ask 20 Yes/No questions to find clues in order to guess
who or what the person is thinking of.
4. Search games. These games are yet another variant on two-way
information gap games, with everyone giving and seeking information.
Find Someone Who is a well known example. Students are given a grid.
The task is to fill in all the cells in the grid with the name of a classmate
who fits that cell, e.g., someone who is a vegetarian. Students circulate,
asking and answering questions to complete their own grid and help
classmates complete theirs.
5. Matching games. As the name implies, participants need to find a match
for a word, picture, or card. For example, students place 30 word cards,
composed of 15 pairs, face down in random order. Each person turns over
two cards at a time, with the goal of turning over a matching pair, by using
their memory. This is also known as the Pelmanism principle, after
Christopher Louis Pelman, a British psychologist of the first half of the
20th century.
6. Labeling games. These are a form of matching, in that participants match
labels and pictures.
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and playing. So the students do not feel bored. Search game can be
extremely effective in teaching children skill and concepts.
1. Definition of Search game
Search game is a name of such English vocabulary games. This is
a kind of educational media which is used to present the teaching
materials. The way of its presentation is easy. Search game is method of
game which given to the students of the researcher by one variarion. The
search game is as method or type of games where everyone giving and
seeking information, like students given a grid and they have to fill all cells
in the grid with the classmates who fit that cell (Hadfield, 1998). And from
this method the researcher try to used it but in different way game or
another variation.
In the search method the teacher needed as a helper to explain the
way to do the games to the students without join with the students game.
After the teacher gives the information how to do the games, the students
then do based on the teachers direction. The students are given a grid,
students circulate the mean: e.g. part of body, then asking and answering
question to complete their own grid and help classmate to complete theirs.
Search game also is done by groups and its generally used in search game.
Its almost known by all of the student. But in this research, the researcher
will try to give a different variation with the search game before. Where
not only the students active in playing game but the teacher also join on the
time when the game started.
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The search game in this one variation, in gaming the teacher also
join as a participant to help the student find the meaning of word which is
found by the students on the last of the game. The teacher gives one word
on the grid, then the students try to find another word based on the letter o
the grid, with limiting only find the noun, adjective, or verb.
Teacher: find 1 noun, 1 verb, & 1 Adjective from the word
of the grid
T
Students:
T
1.
H
2.
C
3.
R
E
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game can useful for student who want to improve their vocabulary, they
also can understand the meaning of the word and know how to pronunce it.
This game can be presented by using Microsoft Power point
and the teacher gives the paper with the blank grid, base on the word that
the teacher shows the students directly search the word that they have to
fiil on the grid of the paper which given by the teacher. For teacher, he can
create their own idea to make interest in every slide of the games
presentation. So, this is easy in making and in presenting.
lexical set;
9) Aware of its connotations and associations; and
10) Be able to use it on the appropriate level of formality and in the
appropriate situations.
Based on the requirements above can be found some advantages and
disadvantages of using search game. The advantages are:
1. Stimulating student interest in spelling and writing.
2. Increasing understanding of word.
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3.
4.
5.
6.
7.
8.
5.
and
useful
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D. Theoretical Framework
The theoretical framework underlying this research shows as the
following diagram.
Teaching and
learning
through
Process
The students
vocabulary
achievement
E. Hypothesis
The hypothesis of this research as follows:
Search Games can improve the vocabulary to the first grade students of
SMK Latanro Enrekang
CHAPTER III
RESEARCH METHOD
This chapter consists of research design, variables and operational
definition, population and sample, instrument of the research, procedure of
collecting data, and technique of data analysis.
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A. Research Design
This research will use pre experimental designs control for nearly all
sources of internal and external invalidity. The research design of this reseach is
one group pretest-posttest design that can be seen in the following chat below:
O1
O2
O1
X
O2
: Pre-test
: Unusual treatment
: Post- test
2. Operational Definition
Search game in this game is same as another search game but in
this way how to play game is different. In Search game the word that
the students result is unlimited actually but in this variation of search
game students result is limited.
C. Population and Sample
1. Population
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The population of the research is the first grade students of SMK Latanro
Enrekang. It consists of 3 classes and each class consists of 30 students, so
the total of population in this research is 90 students.
2.
Sample
The research will use cluster random sampling to take the sample. The
sample of this research is X class as experimental group.
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ii.
iii.
The students try to find out another word from the main word.
The researcher explains the meaning of some words that the students
iv.
find.
The students choose two or three word that they have found and then
v.
X 100
Score
.
1.
Excellent
96 100
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2.
Very Good
86 95
3.
Good
76 85
4.
Fairly Good
66 75
5.
Fair
56 65
6.
Poor
36 55
7.
Very Poor
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X
X
N
= Mean score
= the raw of all score
= the number of subjects
X 21
X 21
N
N 1
Notification:
SD
= Standard Deviation
2
X1
= Total raw score
N
= number of students
(Gay L.R, 2006)
5. Calculating the mean differences score by using the formula:
= D
D
N
Notification:
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BIBLIOGRAPHY
Bellafiore, J. (1968). Words at Work. Amsco School Inc.
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