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ABSTRACT
Jamalina. Student Registered Number. 2813123089. 2016. Improving Students’
Vocabulary by Using Miming Game at Fourth Grade of MI Baiturrohman
Suwaluh Academic Year 2015-2016. Sarjana Thesis. English Education
Department. Faculty of Tarbiyah and Teacher Training. State Islamic Institute
(IAIN) of Tulungagung. Advisor: Hj. Ida Isnawati, M.Pd.
Abstract
The title of this research paper is “The Use of Mime Game in Improving
Students’ Vocabulary”. It is written to be submitted to the English Department of
Pasundan University. The participant of the study are seventh grade student at
SMPN 36 Bandung academic year 2014/2015. The objective of the study is to
investigate the use of mime game in teaching vocabulary in VII-B class of SMPN
36 Bandung. The writer as a teacher conducted this study on 18 Mei 2015. The
data gained through a pre-test, post-test, and questionnaires. Some numerical data
were described using descriptive analysis. The writer as a teacher was observed by
an English teacher in order to know the procedure and assessment of the writer in
teaching vocabulary using mime game. The findings in this study clearly found
that the use of mime game is significantly improves the students’ vocabulary. It
can be seen by the mean of pre-test score 64 and the post-test score 82,5, so the
improvement is 18,5. After analyzing the significant test the difference between
pre-test and post-test score is 6,7, based on the table of t value, t0,05 t value =
2,042, is significant. Beside that the writer also gave questionnaires to the students
and the English teacher to know their responses about mime game in teaching
vocabulary. The result of the questionnaires showed positive responses both of the
students and the English teacher. The students enjoyed the teaching and learning
process through mime game. Therefore, mime game is not only improving the
students’ vocabulary mastery, but also make a fun and attractive class
atmospheres.
Keywords : Vocabulary, Game, Mime Game
IMPROVING STUDENTS’ VOCABULARY MASTERY BY USING MIME
GAME IN SMPN 3 SUNGAI RAYA
Abstract
The students’ problem in learning English was lacking of vocabulary. One
of the factors was the lack of their interest in learning English. In order to enrich
their vocabulary, the researcher used Mime game in order to attract their interest
to learn. The purpose of this research is to improve students’ vocabulary mastery
and interest by using Mime game to the Class VII A students of SMPN 3 Sungai
Raya. The method used in this research is Classroom Action Research which
consists of Planning, Acting, Observing, and Reflecting. This research was done
in two cycles. The participants of this research were the seventh-grade students in
class VII A with the total of 32 students. The technique of collecting the data was
observation, field note, and measurement test. The writer elaborated the result of
observation checklist, field note and students’ mean score to get the findings. The
results of this study showed that the implementation of Mime Game improved
students’ vocabulary, they began to show interest by actively answered questions,
and enthusiastic while guessing the action word.
The writer is interested in combining Miming Game (Guessing Game) to
improve Vocabulary students because some research findings have shown good
results of teaching Vocabulary through Miming Game (Guessing Game). The
first research was conducted by Jamalina (2016) entitled Improving Students’
Vocabulary by Using Miming Game at Fourth Grade of Mi Baiturrohman
Suwaluh. She stated that teaching and learning processis of vocabulary more fun
and enjoyable by using MimingGame. It helped the students to memorize the
vocabulary more easily both in-groups and individually. The students’
motivativation and enthusiasm were higher when the game was used in teaching
learning process and those game could make the students focused their attention
on the instructions given by the researcher.The combination of Miming Game (
Guessing Game) could also increase the students’ interest, motivation and
involment in the classroom activities. It had statistically been proven by the
increase of the students’ mean score from pretest to postestof cycle 2. The
students’ mean score from pretest to postest of cycle 2 the students’ mean score in
the pretest is three students got the score less than 75 and there were six students
got the score equal to or above than 75. It didnot achieve the criteria of success.
So, the researcher should continue x tothe next cycle or cycle 2. In cycle 2 all of
students from fourth grade of MI Baiturrohman Suwaluh had been achieved the
criteria of success. It is advisable that teachers or lecturers of English language
should try combining Miming Game to improve their students’ vocabulary skills.
The second research was conducted by Fadillah (2015) entitled The Use
of Mime Game in Improving Students’ Vocabulary. She stated that teaching and
learning processis of vocabulary make a fun and attractive class atmospheres by
using Miming Game.When writer gave questionnaires to the students and the
English teacher to know their responses about mime game in teaching vocabulary.
The result of the questionnaires showed positive responses both of the students
and the English teacher. The students enjoyed the teaching and learning process
through mime game.The findings in this study clearly found that the use of mime
game is significantly improves the students’ vocabulary. It can be seen by the
mean of pre-test score 64 and the post-test score 82,5, so the improvement is 18,5.
It is advisable that teachers or lecturers of English language should try combining
Miming Game to improve their students’ vocabulary skills.
The Third research was conducted by Purnama, Sutapa, dan Susilawati
(2017) Entitled Improving Students’ Vocabulary Mastery By Using Mime Game
In Smpn 3 Sungai Raya.They stated that teaching and learning processis of
vocabulary more active asnwer the questions by using Miming Game. The results
of this study showed that the implementation of Mime Game improved students’
vocabulary, they began to show interest by actively answered questions, and
enthusiastic while guessing the action word. The combination of Miming Game (
Guessing Game) could also increase the students’ interest, motivation and
involment in the classroom activities. It had statistically been proven by the
increase of the students’ mean score from pretest to postestof cycle 2. In the first
cycle, about 40% of the students showed improvement through their behavior and
the mean score was 77.5. Then in the second cycle, about 85% of the students
showed improvement through their behavior and the mean score was 90.15.