Criterion of Success RESEARCH METHODOLOGY

66 Saepudin, 2014 THE USE OF D OMINOES GAME IN TEACHING VOCABULARY Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu Observation sheet focused on the teaching learning process, especially on observing whether students could understand the text in the learning process and how they responded to their teacher during the learning process. 4. Analyzing questionnaire This questionnaire was used to detect responses of students, the students’ attitude, and the students’ motivation. The students’ answers “yes” is given a score 1. The students’ answers “no” is given a score 0. The mean score of each expression is reached from score total divided by the total of the students. It uses criteria to consult with the scores as follows: Very positive 76 - 100 Positive 56 - 75 Negative 40 - 55 Very negative Less than 40 Arikunto 1998:246

3.4 Criterion of Success

Classroom Action Research CAR is able to be called successful if it can exceed the criteria which have been determined, and fail if it cannot exceed the criterion which has been detained. In this research, the research will succeed when there are 75 numbers of students could achieve some improvement scores from the pre-test until the second post-test in cycle two or they could pass the target 67 Saepudin, 2014 THE USE OF D OMINOES GAME IN TEACHING VOCABULARY Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu score of the minimal mastery criterion MMC level. The MMC that must be attained considering reading subject which is adapted from the school agreement is seventy five 75. If the criterion of the action success achieved, it means that the next action of the Classroom Action Research CAR would be stopped, but if this condition has not been reached yet, the alternative action would be done in the next cycle. Saepudin, 2014 THE USE OF D OMINOES GAME IN TEACHING VOCABULARY Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

CHAPTER V CONCLUSION AND SUGGESTION

This chapter presents the conclusions of the study and suggestion for further research. At first, this chapter presents conclusion of the study related to the theories used. Next, this chapter presents a suggestion for further researchers who are interested in conducting a similar study, the use of Dominoes game, or other games, in teaching vocabulary.

5.1 Major Findings and their Significance

This study was concerned with the use of the Dominoes game to improve the stu dents’ vocabulary mastery. There are two research questions that underpinned this study. In this part, each of them will be reasserted and it will be followed by its explanation and description in order to answer the problem being raised.

5.1.1 Does the u se of Dominoes game increase the students’ vocabulary

mastery? The purpose of the study was to investigate whether the use of the Dominoes game affec ts students’ vocabulary mastery. The findings of this study suggested that the use of the Dominoes game increas ed the students’ vocabulary mastery. It can be seen from the following facts. First, related to the students’ achievement, students’ average scores significantly increased from the pre-test to the cycle 2. Furthermore, the number of the students who have scores above MMC also increased from 0 in the pre-test to become 16.7 7 students in the cycle 1 post-test and 85.7 36 students in the cycle 2 post-test.