Professional Documents
Culture Documents
Beranda
RESEARCH PROPOSAL
logowww.google.com
By :
LAURINA DIMPUDUS
07 311 748
CHAPTER I
INTRODUCTION
international
language, which is used by most communities in the world. Many countries use English as
their second language. In spite of the difficulties in studying English, it is worthwhile to study
the language because it plays a very
environment. One of those aids is using games. The writer chooses games
because games help and encourage many learners to sustain their interest and
work. With games student can have a lot of fun and get rid off their tiresome
during the lesson.
Based on the background above the research entitled Improving
Students Mastery of Vocabulary will be conducted to see if games can improve
the mastery of vocabulary.
2. RESEARCH PROBLEM
The students cannot master English well, because they are lack of
vocabulary, the lack of motivation. Games are one effective and interesting
technique that can motivate and challenge the student interest to improving the
student communicative competence. Through games can improve the student
mastery of vocabulary because vocabulary is one of the language components that
have to be taught to the students in learning a foreign language.
- To find out whether the using games can improve the students mastering of
vocabulary.
5. BASIC ASSUMPTION
- Games activities can increase the students mastering of vocabulary.
- If the teacher is using games in the classroom, the student mastery of
vocabulary will be automatically increased.
- Mastery of vocabulary is very important because without mastery of vocabulary,
student cannot increase their English competence in listening, speaking,
writing, and reading.
6. RESEARCH QUESTION
Can teaching vocabulary through games improve the students mastery of
English vocabulary?
7. HYPOTHESIS
In teaching and learning vocabulary through games can improve students
mastery of vocabulary.
2.
To
motivate
students
to
increase
their
vocabulary.
3. It is hoped that this study will contribute or would be of any value to other
students in conducting further research of the similar topic.
4. Directly, the writers knowledge can be developed by investigating the topic.
9. SCOPE DELIMITATION OF THE STUDY
This study is delimited of the use of games in improving the students mastery
of vocabulary in the second grade of students at MTs Tarbiyah Tondano. Clearly
the writer will only discuss the role of game in helping students learn
vocabulary. The writer delimited games into english games such as Hang man
game, Guessing Games, Word-Focus Games, Treasure Hunts
10.
DEFINITION OF TERMS
- Game activities : 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.
- Vocabulary
CHAPTER II
REVIEW OF LITERATURE
1. Teaching
Teacher plays an important role in teaching learning process. In teaching
English as a foreign language the teacher need to vary way of teaching in order
to get the students interest and attention to the lesson. In teaching learning
process there are some factors, which can influence the successful goals in the
school. They are curriculum, materials, method, teachers, students and the
technique.
Richey (1912:1) stated that : teaching may be considered to be basic to
all the other professions are made possible through the work of teachers in
elementary and secondary school, college, and university.
3. Games
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.'
D
A
M
R
G
W
S
E
I
L
T
N
An alternative activity is to have teams of students see how many words they
can make from a letter grid such as the example:
Student must move along the connecting lines without skipping any
letters. A single letter cannot be used twice in succession but can be returned
to if there is an intervening letter. For example, regret is acceptable but great is
not.
d. Treasure Hunts
A treasure hunt is a favorite game among second language learners. It
allows them to work cooperatively in a group effort to find the items required.
The following steps are taken in organizing a treasure hunt.
1.
2.
3.
Read the items a loud for children or less proficient students to make sure they
understand the vocabulary.
4.
5.
6.
At the end of the time limit, or when the first group returns, everyone gets
together to check each item, giving points (five points are suggested) for each
completed item points are taken away for uncompleted ones.
Games are highly motivating because they are amusing and interesting.
They can be used to give practice in all language skills and be used to practice
many types of communication.
Furthermore from 'Creative Games for the Language Class' by Lee Su
Kim 'Forum' Vol. 33 No 1, January - March 1995, Page 35 defined 'There is a
common perception that all learning should be serious and solemn in nature,
and that if one is having fun and there is hilarity and laughter, then it is not
really learning. This is a misconception. It is possible to learn a language as
well as enjoy oneself at the same time. One of the best ways of doing this is
through games.'
'There are many advantages of using games in the classroom:
1. Games are a welcome break from the usual routine of the language class.
2. They are motivating and challenging.
3. Learning a language requires a great deal of effort. Games help students to
make and sustain the effort of learning.
4. Games provide language practice in the various skills- speaking, writing,
listening
5.
They
and
encourage
students
reading.
to
interact
and
communicate.
Games are often used as short warm-up activities or when there is some
time left at the end of a lesson. Yet, as Lee observes, a game "should not be
regarded as a marginal activity filling in odd moments when the teacher and
class have nothing better to do" (1979:3). Games ought to be at the heart of
teaching foreign languages. Rixon suggests that games be used at all stages of
the lesson, provided that they are suitable and carefully chosen.'
Games also lend themselves well to revision exercises helping learners
recall material in a pleasant, entertaining way. All authors referred to in this
article agree that even if games resulted only in noise and entertained
students, they are still worth paying attention to and implementing in the
classroom since they motivate learners, promote communicative competence,
and generate fluency.
According to Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga in Asian
EFL Journal learning vocabulary through games - December 2003 'Games
have been shown to have advantages and effectiveness in learning vocabulary
in various ways. First, games bring in relaxation and fun for students, thus
help them learn and retain new words more easily. Second, games usually
involve friendly competition and they keep learners interested. These create the
motivation for learners of English to get involved and participate actively in the
learning activities. Third, vocabulary games bring real world context into the
classroom, and enhance students' use of English in a flexible, communicative
way.'
Therefore, the role of games in teaching and learning vocabulary cannot
be denied. However, in order to achieve the most from vocabulary games, it is
essential that suitable games are chosen. Whenever a game is to be conducted,
the number of students, proficiency level, cultural context, timing, learning
topic, and the classroom settings are factors that should be taken into
account.'
It means learning vocabulary through games is one effective and
interesting way that can be applied in any classrooms. The results of this
research suggest that games are used not only for mere fun, but more
importantly, for the useful practice and review of language lessons, thus
leading toward the goal of improving learners communicative competence.
CHAPTER III
RESEARCH METHODOLOGY
1. Research Design
In this research, the writer would like to collect; process; analyzes the
data to get conclusion of the research. This research is called quantitative
research because it will use numbers or statistics. In this research preexperimental design with one group pre-test and post-test design will be used.
Pre-test is the test which given to the students, before the treatment. The posttest is given to the students after the treatment to find out the students
achievement.
Butler (1985;65) stated that experimental studies are those in which the
investigator deliberately manipulates some factors or circumstances in order to
test the effect on some other phenomenon.
So there are two test: T1- the pre-test and T2- the post test. X is used to
symbolize the treatment in the representation of the design:
T1
T2
The design above means that the teacher gives them pre-test before
using games then gives them post-test after teaching several times using
games.
2. Population and Sample
Population
Population is the area in which you are trying to get information from.
Sample
Sample is a section of your population that you are actually going to
survey.
McMillan and Schumacher (1984:32) say that: Sample is a group of
subjects selected from the population. The sample of this research is the
second grade students at MTs Tarbiyah Tondano. They consist of 21 students.
3. Data Collection
The writer gives the students the pre-test and post-test used to test the two
groups of student. Pre-test and post-test are the same in form as well as its
content but the time and aim are different.
Firstly, both the experiment class and controlled class were given the pretest before the lesson is begun to know the students knowledge of the material
that will be taught. Secondly, both the experiment class and control class were
given the same materials but with the different techniques of presentation. The
experiment class was given the games technique and the control class without
games. The last step in the experiment is giving the post-test to the two classes,
class A and class B. post-test giving after the lesson is finished, to know
students taught
4. Instrument
The data will be collected through a test. The test will be in form of
written test, they are objective and essay test. There are pre-test and post-test.
The test is arranged according to the material given.
5. Data analysis
In analyzing the obtained data, the writer will use mean score formula :
Hatch and Farhady (1082 : 30) stated that ;
= Mean score
= All score of the sample
N
BIBLIOGRAPHY
Brown, H. D. (1980). Principle of language learning and teaching. New York: Prentice
Hall.