Principles of Game Selection

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.

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