THE EFFECTIVENESS OF TEACHING VOCABULARY THROUGH SNAKE AND LADDER BOARD GAME IN THE TENTH GRADE OF SMA MUHAMMADIYAH 1 MALANG

THE EFFECTIVENESS OF TEACHING VOCABULARY THROUGH
SNAKE AND LADDER BOARD GAME IN THE TENTH GRADE OF
SMA MUHAMMADIYAH 1 MALANG

THESIS

By:
DITA FITRIANA
201210100311214

ENGLISH LANGUAGE EDUCATION DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
UNIVERSITY OF MUHAMMADIYAH MALANG
2016

THE EFFECTIVENESS OF TEACHING VOCABULARY THROUGH
SNAKE AND LADDER BOARD GAME IN THE TENTH GRADE OF
SMA MUHAMMADIYAH 1 MALANG

This thesis is submitted to meet one of the requirements to achieve
Sarjana Degree in English Language Education Department


By:
DITA FITRIANA
201210100311214

ENGLISH LANGUAGE EDUCATION DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
UNIVERSITY OF MUHAMMADIYAH MALANG
2016

MOTTOS
Keep a balance between your goals and your gentle nature.
-Dita Fitriana-

Forget about the consequences of failure. Failure is only a temporary change in direction to
set you straight for your next success.
-Denis Waitley-

When you are positive, you are an enabling force of possibility.
-Bryan MCgill-


DEDICATIONS
This thesis is enthusiastically dedicated to:
My gorgeous dad, Suyono, M.MPd
My adorable mom, Wiwik Indahyani
My superb sister and brother Dian Martha and Rizky Aulia Akhbar

LETTER OF AUTHENTICITY

The undersigned :
Name

: Dita Fitriana

SIN

: 201210100311214

Department


: English Language Education Department

Faculty

: Faculty of Teacher Training and Education

I hereby declare that in this thesis there is no thesis or paper that have been proposed to
receive a bachelor degree, and there is no idea or notion written or published by another
person, unless what has been written in this thesis and mentioned in the references.

Malang, October 29, 2016

Dita Fitriana

ACKNOWLEDGEMENTS
Alhamdulilah, foremost I want to offer this endeavor to Allah SWT for the wisdom he
bestowed upon me, the strenght, peace of my mind, good health in order to finish this thesis.
In its final accomplishment, I am totally realize that this thesis is still imperfect. Thus, I
openly welcome all criticism and constructive suggestions from all parties as the betterment
of this thesis.

I would like to express special gratitude and thanks to my first advisor Ma’am
Rahmawati Khadijah Maro, S.Pd, M.PEd and second advisor Mr. Munash Fauzie, M.M for
imparting, expertises, patience and supports during guiding me finishing this thesis.
Furthermore, I also express my gratitude towards to my thesis examiners, Mr. Dr. Hartono,
M.Pd and Mr. Teguh Hadi Saputro, S.Pd, M.A for make betterment this thesis.
Additionally, my gratitude and dedicated to my family, for my beloved parents
Suyono, M.MPd and Wiwik Indahyani for the encouragment which helped me with pray all
times. Moreover, my lovable sister Dian Martha and brother Rizky Aulia Akhbar for always
by my side for great enthusiasm.
Henceforth, I am highly appreciate toward my private and lovely consultan Sri
Wahyuni, S.Pd for her guidance and providing information during process of writing this
thesis.
Lastly, my thanks and appreciation also addresed to my collegial friends:
Mustaghfiroh, Safrida Nurul, Siti Nur Cholilah, Herdina Ladycal, and the special one my
statiscian Lussi Agustin, S.Stat.

Malang, 29 October 2016
Dita Fitriana

REFERENCES

Ary, Donald et al. 2010. Introduction to Research in Education (8th Edition).
Belmont: Wadsworth.
Astri, Devi. 2016.The Effectiveness of Using Snakes and Ladders Game
Technique to Improve Students’ Simple Past Tense Ability At Tenth
Grade Of SMA Islam Batu. Unpublished Undergraduate Thesis. University
of Muhammadiyah Malang.
Ball, Deborah Loewenberg and Francesca M. Forzani1. 2009. The Work of Teaching
and the Challenge for Teacher Education. Journal of Teacher Education, 60(5)
497 –511.
Crystal,David. 2003. English as a Global Langguage (2nd Ed.). USA: Cambridge
University Press.
Halimah. 2012. Implementing Language Games “Snake and Ladders” to
Improve Students’ Speaking Ability. Undergraduate Thesis Program
University of Sebelas Maret.
Kamali, Lailiyah. 2014. The Effect of Using a Snake and Ladder Game on the
Eighth Grade Students’ Vocabulary Achievement at SMPN 1 Jenggawah
in the 2012/2013 AcademicYear. Jember: UNJ.
Nachiappan, Suppiah et al. 2014. Snake and Ladder Games in Cognition
Development on Students with Learning Difficulties. Review of Arts and
Humanities. Vol. 3, No. 2, pp. 217-229.

Richard, J.C, and Renandya, W.A.2002. Methodologhy in Language learning: A Case
Study in the National University of Laos, International Journal of English
Language Education, Vol. 1, No. 1.
Talak, K.A. 2010. Using Games In A Foreign Language Classroom. IPP Collection.
Paper484.

(online),

(http://digitalcollections.sit.edu/ipp_collection/484),

accessed on November 25 2011.
Tunchalearnpanih, Pisut. 2012. Using Games on P.6 Students’ Vocabulary
Learning. Thailand: Srinakharinwirot University (SWU).
Wright, A., Betteridge, D., & Buckby, M. 2006. Games for Language Learning.
Cambridge: Cambridge University Press.
Yount, Rick. 2006. Research Design and Statistical Analysis for Christian Ministry
(4th Edition).

CHAPTER I
INTRODUCTION

In connection with the following research of this current study, the introduction
chapter will discuss about background of knowledge dealing with the title. It covers
background of study, statement of problem, purpose of study, significance of study,
scope and limitation, and also definition of key terms. Those are will be presented as
below:
1.1 Background of Study
English is well-known as a global language. It is proven that most countries in
the world require English as a compulsory subject to be studied since almost all of
fields such as economy, social, culture, technology, science and even trade in the
world using English as their language to communicate each other. Morever,
English is spoken by 1,500 million speakers from all sources-approximately 750
million first and second language speakers, and an equivalent number of speakers
of english as a foreign language Crystal (2003:69). Considering this reason,
english has taken an imperative role for communication by all human beings
around the world.
According to Napa (2005:14), vocabulary is one of components of language
and no exist without words. Based on the theory, it can be inferred that learning
vocabulary is important and it is the key to learners understanding what they hear
and read in school and to communicate successfully with other people.


1

The obligation of learning English also employed in Indonesia. Formally,
Indonesian students have to learn English when they sit in Senior High School.
While informally, Indonesian students may learn in a course since there are so
many courses in Indonesia which make the students learn the target language
easier. In fact, whether the societies or students in Indonesia meet the difficulties
in learning English. One of the factors which makes English is difficult is because
they lack of vocabularies of the target language itself. Moreover, most students
also lack of motivation in learning English since they think English is difficult.
Nevertheless, in order to be more proficient in learning the target language,
learning vocabularies is required.
As noted by Napa (2005: 14), vocabulary is one of the components of
language and no language exists without words. Based on this theory, it is very
needed for the students to learn about the vocabularies of the target language
since vocabulary itself is the pillar of a language. Based on the previous
statement, teaching vocabulary also is not easy, especially in senior high school, it
is quiet complicated because the students have limited vocabulary.
According to Tunchalearnpanih (2012), game helped students to remember
more words, therefore, the student’s vocabulary knowledge was improved after

they studied through games. Considering this reason, teaching English using
game might help the students to improve their ability in learning English
especially their vocabularies. In this case, the teachers were challenged because
they have to develop their teaching methods or media in order to attract students’

2

attention and motivation in learning English. One of the media that may the
teacher use to transfer the material is by using a game.
Kamali (2014) elucidates that Snake and Ladder Board game is one of board
games that can be used as an interesting medium and increase student’s interest
and motivation. Moreover,

Hinebaugh (2009:2) states that board games are

excellent tools for teaching fundamental and core educational skills. The previous
statements strengthens the argument that games especially Snake and Ladder
Board game could potentially support and very helpful in teaching and learning
activities to improve students’ vocabularies ability and also attract students’
motivation in learning English. In line with the previous statements, in this

present study the researcher focuses on teaching vocabulary in 10th of SMA 1
Muhammadiyah Malang through Snake and Ladder Board game. The researcher
is conduct an experimental research to find out the effectiveness of teaching
vocabulary using the mentioned game.
1.2 Statement of the Problem
In order to make this present study find the goal, the researcher offered a research
question as below:
1. Does teaching English using Snake and Ladder Board game could enhance
students’ vocabulary mastery in 10th grade of SMA 1 Muhammadiyah Malang?

3

1.3 Hypothesis of Study
H1 : Using Snake and Ladder Board Game in teaching vocabulary improve
the ability of student’s vocabulary.
H0 : Using Snake and Ladder Board Game in teaching vocabulary does not
give any effect towards student’s vocabulary ability.
1.4 Purpose of Study
Based on the research question framed above, the researcher formed a purpose
of study in order to guide this current study. The purpose focuses on finding the

answer of research question that is to find out whether Snake and Ladder board
game can improve students' vocabularies or not, particularly in the 10th grade of
SMA 1 Muhammadiyah.
1.5 Significance of Study
The result of this research is expected to be beneficial in two aspects in which
teoritically and practically. Those are explained as below :
1. Teoritically :
-

For the next researchers and the readers

The output of this research might be useful as an additional information and
knowledge for the next researchers. Moreover, the readers and further
researchers could use this paper to beautify their vocabulary mastery.
This study is focuses on the implementation of Snake and Ladder Board
Game method in order to increase student’s vocabulary mastery , especially in
senior high school.

4

2. Practically :
-

The teacher
This study is expected to have a beneficial useful for teacher to help

finding an appropriate method used in teaching vocabulary in order to
accustomed the students to vocabulary mastery.
-

The Students
This research is expected can be useful input for the the students
encourage them enhance their english vocabularies, especially for senior
high school students.

1.6 Scope and Limitation
In this study, the researcher only focus on teaching vocabulary through Snake
and Ladder Board game. Yet, the limitation of this research is 10th grade of SMA
Muhammadiyah 1 Malang.
1.7 Definition of Key Terms
In order to avoid some misunderstanding about a certain word in this study,
the researcher provides some explanation about certain terms as below:
1. Vocabulary is one of the components of language and no language exists
without words ( Napa, 2005:14 ).
2. Game is any activity which is executed
purpose ( Kramer, 2000:01 ).

5

for pleasure without consious

3. Snake and Ladder Board was created in the 2nd century BC by the name of
“Paramapada Sopanam” (Ladder to Salvation). The game has been developed
by the Hindus to teach their children as a lesson of morality whereby the
snakes are bad omens and the staircase represents good values. Then the game
has become part of the traditional game in Indonesia although there is no
detailed information about its emergence in Indonesia. This game can also be
used as a tool to educate, entertain and to build up interactive communication
among the players ( Nachiappan, et al.2014:4).

6

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