3   Teacher  explains  the rule  of playing  this  game. 4    Students  stand  or  sit  in  a  circle  and  follow  teach
er’s  lead,  maintain a four-beat rhythm, clapping their hands on their thighs three times one-
two-three...  and then  both  hands  together  four. 5    Students  have  to  mention  a  word  from  a  pre-selected  lexical  set  for
example,  fruit  and  vegetable  or every  fourth  beat. 6    Students  who  either  repeat  the  word  already  mentioned,  or  break  the
rhythm  or say  nothing  are out. 7   The  game  ends  when  there  is  only  one student  left  as the  winner.
D.  Previous  Related Studies
Based  on  the  research  entitled “The  Effectiveness  of  Using  Games  to
Improve  Stude nts’  Vocabulary”  2014  by  Riyana  Muntika  Saraswati,   she
wanted  to  find out  whether the  use of  games  is  effective  to  improve  stude nts’
understanding  of  noun.  She  used  a  quasi-experimental  research  consisting three  classes  of  research.  The  subject  of  the  research  was  the  tenth  grade
students of SMA Nusantara 1 Tangerang. The writer only  used test  in order to collect  the  data  and  used  cluster  random  sampling  to  get  the  samples.  The
result of this research showed that there was an empirical evidence that the use of  the  game  as  the  teaching  technique  is  effective  and  improve  the  student
’s vocabulary  of  noun.    It  can  be  seen  from  the  scores  of  both  experimental
classes  was  higher  than  the  controlled  class.  The  average  post-test  score  for both  experimental  classes  were  72,1 and  72,4  while  the  controlled  class  was
68,2.  So,  the  writer  was  successful  in  doing  the  research  because  there  was significant  improvement  scores  for  both  experimental  classes  than  controlled
class.
25
Wiji   Lestari   2013  through   her   research   entitled “Improving  Students
Vocabulary  Mastery   Through   Words   Clap   Game ”  A  Classroom  Action
Research  of the  eighth  grade  Students  of MTs  SUNAN KALIJAGA, Kendal,
25
Riyana  Muntika  Saraswati,  The  Effectiveness  of  Using  Games  to  Improve  Students ’
Vocabulary  A  Quasi-Experimental  Study  at  the  Tenth  Grade  Students of  SMA  Nusantara 1 Tangerang, Jakarta: State Islamic  University Syarif Hidayatullah, 2014
Sampetan, Ampel, Boyolali in the Academic Year of 20122013. This research aimed  to  describe  the  procedure  of  words  clap  game  on  teaching  vocabulary
and  to know  the  improvement of stude nts’ vocabulary mastery after teaching-
learning  vocabulary  through words clap  game. She  used the classroom action research as the design  method and  used observation, test, and documentation
as the  instruments of  the  research.  The  subject of the research  was the eighth grade students of  MTs Sunan Kalijaga  which consist of 36 pupils.  There  was
an  improvement significantly  shown  from  the stude nts’ pre-test and post-test.
The  mean  score  of  pre-test  in  cycle  I  was  52,91  and  cycle  II  was  57,08.  In addition,  score of post-test  in cycle I was 65 and cycle II was 70,97.  Also  the
writer  found  that  there  was  an  improvement  from  the  students ’  activity  or
interest in learning process in the class because the writer used field note as an observation  to add more  information  besides  test  that was given.
26
Aqidatul    Husnah,    through    her    research    entitled “Enriching  Students’
Vocabulary by Using Word Cards” A Classroom Action Research at Second
Grade  of  Marketing  Program  Class  XI.2  SMK  Nusantara,  Ciputat,  South Tangerang.  The  subject  of  the  research  was  the  XI.2  students  of  Marketing
Program  SMK  Nusantara.  She  used  classroom  action  research  as  design method  and  it  consisted of  two cycles. She conducted  interview, observation,
and tests to collect the data. From this research, the students could enrich their vocabulary  by  using  word  cards.  It  was  proved  by  the  scores  of  pre-test  and
post-test.  O nly  one  student  who  passed  the  KKM  in  the  pre-test  while  the mean of  stude
nts’ score was 54,4. Then in the post-test I cycle I, 15 students were  passed  while  the  mean  increased  into  74.  In  the  post-test  II  cycle  II,
there  were  25  students  passed  the  KKM  with  mean  percentage  84.  It  was successful  since  the  criteria  of  action  success was  75.
27
26
Wiji  Lestari,  Improving  Students  Vocabulary  Mastery  Through  Words  Clap  Game  A Classroom  Action  Research  of  the  eighth  grade  Students  of  MTs  S UNAN  KALIJAGA,  Kendal,
Sampetan,  Ampel,  Boyolali  in  the  Academic  Year  of  20122013,  Salatiga:  State  Institute  for Islamic  Studies STAIN  of Salatiga,  2013
27
Aqidatul  Husna,  Enriching Students ’  Vocabulary by  Using  Word  Cards”  A  Classroom
Action  Research  at  Second  Grade  of  Mark eting  Program  Class  XI.2  SMK  Nusantara,  Ciputat, South Tangerang, Jakarta: State Islamic  University of Jakarta,  2011.