How to Play a Crossword Puzzle?

experiment method. The conclusion of his study can be drawn that the use if crossword puzzle game has higher influence in teaching English vocabulary and it can be seen from the difference of mean scores of the post-test. 30 The second is “Teaching Vocabulary through Contextual Teaching Learning An Experimental Study of the First Year at SMA PGRI 56 Ciputat by Istikomah . This research was carried out at Senior High School of PGRI 56 Ciputat. There were 30 students in total which were all included in the research and split up equally at random sampling into the experimental and controlled group, there are 15 students in each group. The collected data shows that in the experimental group that being taught by Contextual Learning Method has gained 73 +73 score in pre-test and post-test and for the controlled group under Grammar Translation Method has descended 71 -71 in pre-test and post-test. It means that there is significant difference between the result of teaching vocabulary through Contextual Teaching and Learning and the teaching of vocabulary through Grammar Translation without Contextual Teaching and Learning. 31 Another similar research was conducted by Mawaddah with the tittle “Using Games in Teaching Vocabulary” in 2010 at MTs. Darussalam, Ulujami, Jakarta Selatan. Meanwh ile, Mawaddah’s study is purposed to know whether using games in teaching vocabulary is an effective technique to increase students’ interest in learning English or not at MTs Darussalam, Ulujami, Jakarta Selatan. In collecting the data, she uses field research and carried out by observation, teaching practice and interview with the teachers concerned. Her study can be drawn that the use of games in teaching vocabulary is the effective technique to increase students’ interest in learning English. 32 30 Fahrur Rozi, Reinforcing Students’ Vocabulary through Crossword Puzzle Games, UIN Syarif Hidayatullah Jakarta, 2013. 31 Istikomah, Teaching Vocabulary through Contextual Teaching and Learning: an Experimental Study at the First Year at SMA PGRI 56 Ciputat, UIN Syarif Hidayatullah Jakarta, 2012. 32 Yulia Mawaddah, Using Games in Teaching Vocabulary, UIN Syarif Hidayatullah Jakarta, 2010. From all of the previous study above, the writer will be conducted about teaching vocabulary like Rozi, Istikomah and Mawaddah did. But for this research, the writer used different media in collecting and analyzing the data. The writer used crossword puzzle game in teaching vocabulary for first grade of junior high school.

D. Thinking Framework

Teaching vocabulary is one of important thing in language learning. The students need to learn vocabulary to know about the words meaning, the structures, and the application of the words. Without vocabulary knowledge, they would not be able to express and write his idea with using grammar and organized into sentences with meaning. In teaching vocabulary, teacher should be to teach with appropriate techniques. Teacher can to create an activity which can be applied in the classroom. Games can become an alternative way which can help teacher in teaching vocabulary for children. This will be able to make learning situation more attractive. Among the ways to improve students’ vocabulary, the writer chooses crossword puzzle game to be studied in this research. This is based on the consideration that the purpose of this strategy is to allow student to do retention about the new word that they find, so this new word will be stay along in their mind.

E. Hypothesis

1. H Null hypothesis = crossword puzzle game is not effective towards student’s vocabulary mastery 2. Ha Alternative hypothesis = crossword puzzle game is effective towards student’s vocabulary mastery

CHAPTER III RESEARCH METHODOLOGY

This chapter presents place and time of study, method and research design of the study, population and sample, technique of collecting data, technique of data analysis and statistical hypothesis.

A. Place and Time of the Study

The writer conducted the study on November-December 2015 and run for eight meetings, plus giving the pre-test in the beginning of the research, implementing the technique, and giving the post-test in the end of the meeting. The study took place at SMP Puspita Bangsa Ciputat which is located at Aria Putra no.9, Ciputat, Tangerang Selatan-Banten.

B. Method and Design of the Study 1. Method of the Study

This study was conducted using an experimental design, more specifically quasi experimental design. This research design is mostly used in social science research. And because this study focused on education field included in social science research, the writer used quasi experimental design. Quasi experimental was proposed to examine cause-and-effect relationships between crossword puzzle game and vocabulary mastery. The writer used two classes of sample during this study which is included in one of quasi experimental characteristic as well. The writer selected two of three classes of the same level through purposive technique sampling, because in quasi experimental design there is an absence of random randomization.

2. Design of the Study

Quasi experimental design is divided into several designs. In this study, the writer used non-equivalent comparison group design. By using nonequivalent comparison group design, the writer did not randomly assign research units to experimental and controlled class. The writer set one of two selected classes as experimental class which was used as treatment group and another as controlled class which was used as comparison group. Pre-test and

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