RESEARCH PROPOSAL
IMPROVING
THE STUDENTS’
MASTERY OF
VOCABULARY
THROUGH
GAMES
( A STUDY WILL BE CONDUCTED AT
MTS TARBIYAH TONDANO )
logowww.google.com |
By :
LAURINA DIMPUDUS
07 311 748
ENGLISH EDUCATION
DEPARTMENT
FACULTY OF LANGUAGE
AND ARTS
MANADO STATE
UNIVERSITY
2011
CHAPTER
I
INTRODUCTION
1.
BACKGROUND OF THE STUDY
Learning
English is very important, because English has become an 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 important
role in almost all fields of life such as: communication, commerce,
economy,
politics, education, science, technology and so on.
In
Indonesia English is not considered as a second language but English is a foreign language.
English is
also called as the target language that has to be taught teach in schools in today’s Indonesian
curriculum. Therefore the student is hoped to increase their ability in
English.
Increasing
the students’ ability in mastering English the teachers have to think how to
make students
mastery English for their own purposes. There
are so many approaches,
methods, and techniques that can be used by the teacher.
One
technique that was
used by the teacher to increase the students’ ability in English is Games. Through games there are so
many advantages for students and teachers in learning process. The students can be more motivated and challanged. Games provide language practice in
various skills of speaking, listening, writing, and reading. Games also
encourage students
to interact and communicate.
This
study examines the students mastering of vocabulary through games because Games
have been shown to have advantages and effectiveness in learning vocabulary in
various ways. Therefore, the role of games in teaching and learning vocabulary
cannot be denied. However, in order to achieve the most important 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.
One of the aims of teaching
English is to enhance students to be
able to understand English words which they might find in their environment. In
fact, students often find problems in learning the words. So it needs more
teacher’s attention to make the transfer of the vocabulary process easier to
grasp and more fun to learn. To do this hard job, teachers are hoped to have
ingenuity in teaching by using any kind of teaching aids that already exist in
their 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.
3.
REASON
FOR CHOOSING THE TOPIC
There are
several reasons for choosing the topic, they are:
-
Teaching vocabulary through games is effective technique.
-
Using
games bring so many advantages for student and teacher.
-
The
researcher interested using games when teaching in the classroom.
4.
PURPOSE
OF THE STUDY
This study
is done under the following purpose :
-
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.
8.
SIGNIFICANCE
OF THE STUDY
This
study is expected to get the result that will be useful for readers, in terms
of:
1.
As an input data for the English teachers about the using games in the
classroom and the importance of vocabulary in teaching English.
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.
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 writer’s
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 : acording to Huyen and Nga (2003) : “In order to communicate
well in a foreign language, students should acquire an adequate number of words
and should know how to use them accurately”
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.”
Furthermore
Brown (1980:7) stated that : “teaching is showing or helping someone how to do
something, given instruction, guiding in the study of something providing with
knowledge, causing to know or to understand. Teaching is building and
facilitating learning, enabling the learner to learn, setting the conditions
for learning.”
It
means teaching is a systematic way, teacher as an organizer should be creative
to make learner interested in following the subject. Teaching may be said to
cover not only activities of guiding students’ activities but also those which
aim at helping students develop themselves and be able to adapt themselves in
the group to which they’re belong. At the result of teaching the students
should be able to interest in their group. They’re learning to think, feel, and
act in harmony through social groups of which they are a part.
2.
Vocabulary
Vocabulary is
one important aspect in learning a foreign language. Without a proportional
amount of vocabulary anyone will get trouble in her speaking, reading,
listening, and writing. Without a shred of doubt, the writer said that the
acquisition of vocabulary would help people in gaining, understanding, and also
enhancing the process of knowledgeable transfered for a better life.
Indisputably the chances for progress or success in any kind of fields, like
computers, technology, economy, politics, tourism, and educational increase
with the size and applications of vocabulary.
Vocabulary plays important roles in mastering English. Rivers in
Nunan(1992: 17) stated that vocabulary is essential for successful study on the
secondlanguage. Wilkins in Thornbury (2002: 13) summed up that without
vocabularynothing can be conveyed. Vocabulary refers to all words in the whole
languageused in a particular variety.
According to
Harimukti Kridalaksana, vocabulary is a component of a language that maintains
all of information about meaning and using word in a language.
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.'
According to Jeremy Harmer, games
are a vital part of a teacher’s equipment, not only for the language practice
they provide, but also for the therapeutic effect they have. They can be used
at any stage of a class to provide an amusing and challenging respite from
other classroom activity about their English class.
4.
The Types of Games
a.
Hang Man Games
Hang Man Games is
game that the student played on groups. Before start the games, teacher explain
how to play the game. The student must memorise the word about everything. For
Example about Animal, the student must memorise the name of animal. After that, teacher devided rthe student into
two groups, the student must guess the word. “ Is that A,I,U, etc” and if the word they guess false, teacher
make on the board the picture people hang.
b.
Guessing Games
Guessing games can be painless ways to
develop or reinforce any number of concepts. “Guess What I am” or “Guess Who I
am” for example, can be used to teach about animals, professions, or people in
different age groups (baby, child, teenagers, young adult, middle-age adult,
elderly person). “Guess What I’m doing” can be used to teach recognition in the
target language of activities such as taking a bath, go finishing, doing
homework, and so forth.
Various sources for game ideas are
mentioned, but teachers are reminded that one of the best sources is the
students themselves.
c.
Word-Focus Games
Games that using word
to see how many other words they can make from them. For example, the following
words can be made from the word teacher: ear, her, teach, reach, cheer, each,
hear, here, arch, tea, eat, and so forth.
|
D
|
A
|
M
|
R
|
G
|
W
|
S
|
E
|
I
|
L
|
T
|
N
|
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.
Divide the
class into groups of from three to six members.
2.
Give an
identical list of treasure to each group.
3.
Read the items
a loud for children or less proficient students to make sure they understand
the vocabulary.
4.
A time limit
should be given.
5.
Say “go” to
indicate when the groups can begin their search.
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.
5.
Why
game activities
There is some reasons why
activities in teaching learning process game are very important in teaching
English as a foreign language.
According to
Andrew Wright, David Betteridge and Michael Buckby in their books ‘Games for
language learning’ Cambridge University Press, 1984 :
'Language learning is hard work ... Effort is required at every moment and must
be maintained over a long period of time. Games help and encourage many
learners to sustain their interest and work.'
'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.
If it is accepted that games can
provide intense and meaningful practice of language, then they must be regarded
as central to a teacher's repertoire.
They are thus not for use solely on wet days and at the end of term!' (from
Introduction, p. 1)
Aydan Ersoz
state in The Internet TESL Journal, Vol. VI, No. 6, June 2000 that
'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 practice 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 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.
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 and reading.
5. They encourage students to interact and communicate.
6. They create a meaningful context for language use.'
5. They encourage students to interact and communicate.
6. They create a meaningful context for language use.'
6.
The
use of game in developing mastering of Vocabulary
Many experienced
textbook and methodology manuals writers have argued that games are not just
time-filling activities but have a great educational value. W. R. Lee holds
that ‘most language games make learners use the language instead of thinking
about learning the correct forms’ (1979:2). He also says that games should be
treated as central not peripheral to the foreign language teaching programmed.
A similar opinion is expressed by Richard-Amato, who believes games to be fun
but warns against overlooking their pedagogical value, particularly in foreign
language teaching. There are many advantages of using games. "Games can
lower anxiety, thus making the acquisition of input more likely"
(Richard-Amato 1988:147). They are highly motivating and entertaining, and they
can give shy students more opportunity to express their opinions and feelings
(Hansen 1994:118). They also enable learners to acquire new experiences within
a foreign language which are not always possible during a typical lesson.
Furthermore, to quote Richard-Amato, they, "add diversion to the regular
classroom activities," break the ice, "[but also] they are used to
introduce new ideas" (1988:147). In the easy, relaxed atmosphere which is
created by using games, students remember things faster and better (Wierus and
Wierus 1994:218). S. M. Silvers says many teachers are enthusiastic about using
games as "a teaching device," yet they often perceive games as mere
time-fillers, "a break from the monotony of drilling" or frivolous
activities. He also claims that many teachers often overlook the fact that in a
relaxed atmosphere, real learning takes place, and students use the language
they have been exposed to and have practised earlier (1982:29). Further support
comes from Zdybiewska, who believes games to be a good way of practicing
language, for they provide a model of what learners will use the language for
in real life in the future (1994:6).'
It means that 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, 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 pre-experimental 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 post-test is given to the student’s after
the treatment to find out the student’s 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 X 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.
According to Burns (1990 : 62)
“Population is an entire group of people or objects or events which all have at
least one characteristics one common, and must be defined specially and
unambiguously”.
In this study, the population is the
students of MTs Tarbiyah Tondano
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 pre-test 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 ;
N = Total number of students
The data presented in frequency distribution,
computation or mean score X and standard deviation and the entire test can be
presented on frequency polygon.
BIBLIOGRAPHY
Brown, H. D. (1980). Principle of
language learning and teaching. New York: Prentice Hall.
Butler, C. 1985. Statistics in linguistics. New York:
Basil Blackwell.
Ersoz, A. 2000. Six Games for the EFL/ESL Classroom.
The Internet TESL Journal, Vol. VI, No. 6. Juny.
Hatch, E. & H
Farhady. 1982. Resarch design and
sttistics for applied linguistics. Cambrirdge : Newbury House Publisher
Lee Su Kim. 1995. Creative Games for the Language
Class. ‘Forum’ vol. 33 No. 1. January-March.
McMillan and Schumaker. 1984. Research
in Education. Boston: Little Brown and Company.
Richey, R. W. 1912. Planning for
teaching an introduction to education. California: department of education
Saint Mary’s College.
makasih ya bantu bangets
BalasHapusItu yang di gunakan game apa ??
BalasHapusMakasih yah, it's so helpful
BalasHapusThank u
BalasHapus