Contribution of Word Games to the Improvement of Students’ Vocabulary Mastery

49 Figure 4.3 Number of Students Writing ≥50 of Words, Meanings, and Parts of Speech Correctly in Cycle Three After comparing the results of students’ average scores from their pre- implementation and post-implementation vocabulary list sheets taken from all three cycles, the researcher found that there was a significant increase in the percentage of the average scores. This percentage was deducted from the difference between the overall average scores taken from their pre-implementation and post-implementation vocabulary list sheets in each cycle. The total number of words they had to write determined the percentage results. In Cycle One, for example, the difference was 0.2 points. It was converted into percentage by comparing the points to the total number of words the students had to write, i.e. 20 words. The percentage of the increase in students’ average scores in Cycle One, therefore, was 1. In Cycle Two, the percentage was 4.5. In Cycle Three which had 25 words as the total number of words the students had to write, the percentage was the highest among all cycles, i.e. 69 97 24 79 10 20 30 40 50 60 70 80 90 100 Pre-Implementation Post-Implementation Meaning Parts of Speech 50 31.2. The increase from Cycle One to Cycle Two was only 3.5, but the increase from Cycle Two to Cycle Three was 26.7. The researcher then calculated the average percentage of successful students to find the difference between the percentage of the number of successful students before and after the implementation of word games in all three cycles. The term successful students here refers to those who had successfully written ≥50 of words, meanings, and parts of speech correctly before and after the implementation of word games in all three cycles refer to Figure 4.1, Figure 4.2, and Figure 4.3. In Cycle One, the increase was 6. In Cycle Two, the increase was 26.5. Compared to Cycle One and Cycle Two, Cycle Three had better increase, i.e. 41.5. Figure 4.4 The Increase in Students’ Average Scores and Number of Successful Students 1 4.50 31.20 6 26.50 41.50 10 20 30 40 50 Cycle 1 Cycle 2 Cycle 3 Students Average Scores Number of Successful Students 51 The increases were presented in Figure 4.4. The ascending red and blue lines illustrate the significant increases found in the number of successful students and the students’ average scores. It shows that the implementation of word games had helped the students to improve their scores. They also gained better understanding to work with words, meanings, and parts of speech after the implementation of word games which was conducted in three cycles. In order to corroborate the results deducted from the students’ score improvement, the researcher distributed the questionnaire to all students who were present and did semi-structured interview with four students who were chosen randomly on May 29 th , 2012. The questionnaire was given after all cycles were completed due to time limitation in the previous three meetings. The questionnaire reflecting the students’ responses toward the games used during the implementation aimed to understand how the students monitored their progress after the three meetings. Meanwhile, in order to evaluate the progress in each meeting, the researcher used the evaluation written by the observer and the opinion of the students about how the meeting was going for them. The researcher asked for the students’ opinion before leaving the class by addressing some probing questions to them briefly. For example, the researcher asked about their feelings when they played the game and about the difficulties that they encountered during the process. The questions in the questionnaire aimed to find out how the students perceived their achievement according to the purposes of the games and how the students evaluated the games as one of the methods used in language learning. The 52 first five questions aimed to elicit the students’ responses on the purposes of the games, while the other five questions aimed to elicit the students’ responses on the evaluation of the games. The questionnaire was distributed to all 30 students who attended the class on May 19 th , 2012. One student was absent, and one student did not give the answer to question 3. The percentage represented the number of students who chose the option based on their experience during the implementation of the games. Table 4.5 Results of the Questionnaire No. Statement Strongly Disagree Disagree Agree Strongly Agree 1. Using games to teach English vocabulary helps me to find the parts of speech easily. - - 57 43 2. Using games to teach English vocabulary helps me to find the meanings in Bahasa Indonesia easily. - - 73 27 3. English words taught by using games are easier to memorize. - 7 67 23 4. Using games to teach English vocabulary motivates me to participate more actively in the teaching-learning activities. - 10 53 37 5. Using games to teach English vocabulary motivates me to learn new English words. - 3 70 27 6. Using games to teach English vocabulary is interesting. - 3 50 47 7. I enjoy playing games in a group. - 10 50 40 8. I like learning English vocabulary using games. - - 60 40 9. Using games to teach vocabulary can create fun learning atmosphere. - - 53 47 10. Using games to teach English vocabulary helps me to avoid boredom. - 10 50 40 53 The results of the questionnaire, as elaborated in Table 4.5, showed that games helped all of the students to find the meaning and part of speech of an English word questions 1 and 2. Even though the degree of agreement differs, it still indicated that the students found that using games did help them in finding the meaning and part of speech of a word. On the other hand, three to ten percent of the students felt that using games did not help them in memorizing words question 3, participating actively in the learning activities question 4, and motivating them to learn new words question 5. Ten percent of the students admitted that they were not motivated to participate in playing games question 4, and thus did not help them to avoid boredom during the lesson question 10. The other ten percent of the students found that they did not enjoy doing games in groups question 7. They preferred doing games individually. On the other hand, the students showed good responses toward question 8 and question 9. Sixty percent of the students agreed while forty percent of them strongly agreed with the statement that they liked learning vocabulary using games. Fifty-three percent of the students agreed while the remaining forty-seven percent strongly agreed with the statement that games can create fun teaching and learning atmosphere. The questions in the second part of the questionnaire were designed to look into the students’ feelings about their participation in playing the games and their opinions on the implementation of the games. Most of the students wrote that they 54 felt happy when they participated in playing the games. They also felt more enthusiastic about learning English. Student 15 added that participating in the games motivated her to find out the meanings of the words used in the games as well as motivated her friends to compete against each other positively. When asked about the strengths and weaknesses of using games to teach vocabulary, the students mostly wrote that using games made learning English become more interesting and less boring. Some of them admitted that they were motivated to participate more actively in playing the games. It also helped them to memorize some words, categorize them into the correct parts of speech, and grasp the meanings of the words. On the other hand, the weaknesses that most of them found were the situation of the classroom and the use of time. They wrote that sometimes the situation of the class was crowded. When they were asked to focus on the games, some of them started to converse about the things unrelated to the learning process. They also wrote that the time spent to conduct the games reduced the time spent to review the materials in details. It was particularly because the implementation of games in each meeting only spent around sixty minutes at the maximum. The decision to limit the time only up to sixty minutes at the maximum was based on the consideration that the students would only have to focus on the games and the vocabulary which was going to be taught. The activities themselves were designed to avoid excessive use of time because the students would probably grow tired if the activities were too time-consuming. 55 On the same day, the researcher randomly asked four students to be interviewed. The results of the interview with four randomly selected students showed that the students were actually enjoying the games implemented in all meetings and they hoped that they could learn using games more frequently in their real English class. One of them also said that the games had helped him to memorize the words more easily. It is shown by the statement of some students who were interviewed by the researcher. Student 1: “Sangat membantu mengingat karena… jadi kayak, kita itu mengingat sesuatu dalam keadaan senang. Jadi kalau kita mengingat sesuatu dalam keadaan senang, rasanya pengen nginget terus.” Games help us to memorize the words. It’s almost like when we had to memorize something happily, we would always want to keep it in our mind. All of the students interviewed admitted that it was important to learn in a happy mood. They thought that teachers had to be able to apply various teaching methods which would result in the students developing enthusiasm and motivation to join the teaching and learning process. Games are the alternatives that teachers can choose to enhance students’ participation and their interest in learning English. Student 24: “Termotivasi untuk mempelajari kata-kata baru karena dalam pembelajaran kemarin itu bisa menumbuhkan semangat kembali untuk mempelajari Bahasa Inggris. Dulu saya SD suka Bahasa Inggris, tapi sejak SMP karena gurunya mungkin terlalu formal mengajarnya dan tidak diselingi dengan games atau apapun, jadi terkesannya Bahasa Inggris itu seperti pelajaran yang sangat asing kita pelajari.” I’ve grown my interest in learning English again after learning from the previous meetings. When I was in primary school, I used to like English. However, English has become an “alien” lesson since I was 56 in junior high school because the teacher taught us too formally without using other methods such as games. Some of the students also stated that the games which had been implemented helped them to memorize the words more easily. The reasons were that the games could help them to avoid boredom and lessen the burden of learning, so that it was easier for them to focus on the learning process. The games implemented in the three meetings also motivated them to participate actively in the teaching and learning activities. They were able to interact with the teacher and their friends freely during the class activities. However, they also had to think about how to make the most of the games as they tried to refrain themselves from merely thinking of having fun so that they would be able to absorb the content of the games. 57

CHAPTER V CONCLUSIONS AND RECOMMENDATIONS

This part consists of two sections. In the conclusions section, the researcher would like to summarize the major findings of the research and their limitations. The recommendation for future research and current practice is reviewed in the recommendation section.

A. Conclusions

This research was done based on a problem noticed and formulated by the researcher. This research focused on the use of word games to help the students of XI TGBA in SMKN 2 Depok improve their vocabulary mastery. After implementing the solution in three meetings, with each meeting lasted for about sixty minutes, the researcher concluded that word games were one of the methods appropriate for teaching vocabulary to XI TGBA students in SMKN 2 Depok. Reflecting from the results of the students’ scores and their attitude toward the implementation of word games monitored in all meetings, the researcher concluded that the implementation of word games to improve vocabulary mastery of XI TGBA students in SMKN 2 Depok was conducted successfully. The number of students who successfully provided ≥50 correct words, meanings, and parts of speech as well as the students’ average scores taken from all vocabulary list sheets reached a significant 58 increase in the last cycle. The increasing number of successful students from Cycle One to Cycle Three was 30.2, while the increase of the students’ average scores taken from their vocabulary list was 36.5. The analysis on their answers from the questionnaire and interview showed that they enjoyed participating in playing the games and were motivated to perform better throughout all the meetings. Word games made them learn in a pleasant atmosphere, which eventually helped them to easily recognize, categorize, and memorize the words they encountered while playing the games. Word games also helped the students grow their interest in learning English as they added variation to the usual class activities.

B. Recommendations

There are several things that can be done to improve the current practice of teaching vocabulary in vocational school. Most vocational school students in SMKN 2 Depok pay greater attention to their majors, such as architecture, mining, and automobile. They tend to think that English is not as important as the other major- related subjects. As a consequence, they only attend the class physically, but not emotionally. In order to avoid the worst effect of this kind of indifference, it is important to vary the methods of teaching English itself to attract students’ attention and help them to enjoy the lesson. Games offer the variety of activities and require students to participate actively during the implementation. It will also be wiser if games are used every once in a while so that students will not think of games as a monotonous method of learning. 59 For the purpose of future research, it is important to bear in mind that a class action research should be done to improve the practice of teaching and learning. The results of this research may be used as a reference for research topics related to the improvement of vocabulary teaching. As research results may differ depending on the context and participants, it is recommended to adapt the most suitable procedures which will be used to implement the games. 60 REFERENCES Agoestyowati, R. 2010. Fun English games and activities for you: From beginner to advanced level. Jakarta: PT Bhuana Ilmu Populer. Al-Aliyani, G. A. n.d.. Using games to promote vocabulary learning. Retrieved July 8, 2012 from http:www.moe.gov.omPortalsitebuilderSitesEPSArabic IPSImportatesol3Using20games20to20promote20vocabulary20l earning.pdf Bauman, J. Culligan, B. 1995. About the general service list. Retrieved March 19, 2012 from http:jbauman.comaboutgsl.htmltop Chen, I. J. 2005. Using games to promote communicative skills in language learning. Retrieved October 17, 2011, from http:iteslj.orgTechniquesChen- Games.html Grabe, W. Stoller, F. L. 2002. Teaching and researching reading. London: Pearson Education Longman. Kemmis, S., McTaggart, R. 1982. The action research planner 2 nd ed.. Geelong: Deakin University Press. Lewis, G. Bedson, G. 1999. Games for children. Oxford: Institut d’etudes Theologiques. Luu, T. T. 2012. Vocabulary recollection through games [Electronic version]. Theory and Practice in Language Studies, 22, 257-264. Maley, A. 1999. Resource books for teacher. Oxford: Institut d’etudes Theologiques. McNiff, J., Whitehead, J. 2002. Action research: Principles and practice 2 nd ed.. London: RoutledgeFalmer. Nation, I. S. P. 2000. Teaching and learning vocabulary. Boston: Heinle Heinle Publishers. Nguyen, T. T. H., Khuat, T. T. N. 2003. The effectiveness of learning vocabulary through games. Retrieved October 17, 2011, from http:www.asian-efl- journal.comdec_03_vn.pdf 61 Read, J. 2000. Assessing vocabulary. Cambridge: Cambridge University Press. Schmitt, N. n.d.. Current perspectives on vocabulary teaching and learning. Retrieved July 8, 2012 from http:www.cng.eduTTIBIlingual_Education Schmtt20Vocabulary.pdf Seal, B. 1990. American vocabulary builder 1. New York: Longman Group Limited. Wright, A., Betteridge, D., Buckby, M. 2006. Games for language learning 3 rd ed. Cambridge: Cambridge University Press.