Teaching Strategy General Concept of Games

2.2.1. Teaching Strategy

Strasser 1964 states: teaching strategy is generalized plan for a lesson or lessons which include structure, desire learner behaviour, in terms of the goals of instruction, and an outline of tactics necessary to implement the strategy. Teachers should prepare good strategies to shape students‘ behaviour to be active in the learning process. Students‘ achievement is determined by the teachers‘ planning strategies and also instructions in giving them explanation. There are some teaching strategies which use game to improve students‘ motivation in the learning process, such as; card game, picture guess, and etc. card game is a game that provides pictures to drill students‘ vocabulary mastery. Card game is usually used in both individual and group task. Picture guess is given to train and improve students‘ vocabulary mastery, it also can be used to drill students pronunciation. The teacher gives the students pictures to be guessed by the students. Both of the games are usually given for beginning and middle level learner.

2.2.2 General Concept of Games

The game method as a strategy in language education is considered as a free learning activity that gives students opportunity to train and use languages with practical purpose and to use their creative skills in joyful atmosphere Ilka Lyubenova 2013. Game is a fun activity which most people like; they tend to play a game to feel enjoyment. Usually, people only describe ―games‖ only a fun activity to escape from feeling bored. However, in this globalisation era games become more popular not only for having fun but also for teaching strategy. Hadfield 1999 explains two ways of classifying language games. First, she divides language games into two types: linguistic games and communicative games. Linguistic games focus on accuracy, such as supplying the correct antonym. On the other hand, communicative games focus on successful exchange of information and ideas, such as two people identifying the differences between their two pictures which are similar to one another but not exactly alike. Correct language usage, though still important, is secondary to achieve the communicative goal. As with the classification of games as linguistic games or communicative games, some games contain elements of more than one type; a. Sorting, ordering, or arranging games. For example, students have a set of cards with different products on them, and they sort the cards into products found at a grocery store and products found at a department store. b. Information gap games. In such games, one or more people have information that other people need to complete a task. For instance, one person might have a drawing and their partner needs to create a similar drawing by listening to the information given by the person with the drawing. Information gap games can involve a one-way information gap, such as the drawing game just described, or a two-way information gap, in which each person has unique information, such as in a Spot-the- Difference task, where each person has a slightly different picture, and the task is to identify the differences. c. Guessing games. These games are the variation games 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 YesNo questions to find clues in order to guess who or what the person is thinking of. d. 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. e. 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 20 th century. f. Labeling games. These are a form of matching, in that participants match labels and pictures. g. Exchanging games. In these games, students barter cards, other objects, or ideas. The similar games are exchanging and collecting games. Many card games fall into this category, such as the child ren‘s card game Go Fish h. Board games. Scrabble is one of the most popular board games that specifically highlight language. i. Role play games. The terms role play, drama, and simulation are sometimes used interchangeably but can be differentiated Kodotchigova, 2002. Role play can involve students playing roles that they do not play in real life, such as dentist, while simulations can involve students performing roles that they already play in real life or might be likely to play, such as customer at a restaurant. Dramas are normally scripted performances, whereas in role plays and simulations, students come up with their own words, although preparation is often useful.

2.2.3 General Concept of Reading

Dokumen yang terkait

EMPLOYING QUESTION – ANSWER RELATIONSHIPS (QAR) STRATEGY TO IMPROVE STUDENTS’ READING COMPREHENSION (A Classroom Action Research at the Eleventh Year Students of SMA Negeri 1 Rangkasbitung in 2012/2013 Academic Year)

5 22 256

THE USE OF PICTURE PROMPTS TO IMPROVE STUDENTS’ WRITING IN DESCRIPTIVE TEXTS (An Action Research at the Eighth Grade Students of SMPN 1 Bansari, Temanggung in the Academic year of 2014 2015)

2 9 108

THE USE OF WORD CLAP GAME TO IMPROVE STUDENTS’ VOCABULARY MASTERY (A Classroom Action Research at the Eighth Grade Students of SMP N 3 Ungaran in the Academic year of 2014 2015)

2 51 149

The Use of Picture Dictionary to Improve Elementary School Students’ Reading Skill (An Action Research of the Fifth Grade Students of SDN 2 Gempolsewu in the Academic Year of 2010 2011)

0 17 117

USING DIRECTED READING-THINKING ACTIVITY (DR-TA) TO IMPROVE THE READING COMPREHENSION ABILITY OF THE EIGHTH GRADE STUDENTS OF SMP NEGERI 1 YOGYAKARTA IN THE ACADEMIC YEAR OF 2013/2014.

0 5 364

THE USE OF OREGON READING MODEL TO IMPROVE THE STUDENTS’ READING COMPREHENSION (Classroom Action Research of the Second Year Students of SMK N 1 Salatiga in the Academic Year of 2014/2015) - Test Repository

0 0 112

THE USE OF SCAFFOLDING TALK TECHNIQUE TO IMPROVE STUDENTS’ SPEAKING SKILL (Classroom Action Research of the Eighth Grade Students of MTs Negeri Andong in the Academic Year of 2013/2014 ) - Test Repository

0 0 126

The Use of Comic Strips to Improve Students’ Reading Comprehension (A Classroom Action research of the Eighth Grade Students of SMP Negeri 1 Kledung in the Academic year of 2017/2018) - Test Repository

0 1 113

THE USE OF MIND MAPPING TECHNIQUE TO IMPROVE STUDENTS’ READING COMPREHENSION OF DESCRIPTIVE TEXT (An Action Research at the Eight Grade Students of SMP Negeri 3 Purwokerto in Academic Year 2014/2015) - repository perpustakaan

0 0 15

2. The Aim of Reading - THE USE OF MIND MAPPING TECHNIQUE TO IMPROVE STUDENTS’ READING COMPREHENSION OF DESCRIPTIVE TEXT (An Action Research at the Eight Grade Students of SMP Negeri 3 Purwokerto in Academic Year 2014/2015) - repository perpustakaan

0 0 20