Research Participants Data Analysis Technique

27 game, “Find the Answers”, intended to help the students recognize adverbs. The last game, “The Bingo Race”, aimed to review words they had known and introduce new words. At the end of each game, the researcher asked the students to rewrite the meanings and the parts of speech of the words given in their personal vocabulary lists. This step aimed to keep track of the students’ progress as well as to find out the effectiveness of the game used in that particular meeting. After that, the researcher gathered each student’s vocabulary list and calculated the score. Then, the researcher compared the scores of the students’ vocabulary list completed after the implementation with the previous scores gathered prior to the implementation of the games. It was aimed to see whether there was an improvement or not according to the scores that the students had. The researcher also distributed a questionnaire to gather the data related to the students’ perception on the implementation of the games. As follow-ups, informal interview was conducted in order to clarify their answers and obtain additional information. The results of the questionnaire distributed to the students and the interview would help the researcher to find out whether or not the students felt that they benefited from the implementation of the games. During the teaching and learning activity conducted by the researcher, a help from an observer was required in order to observe the real implementation of the games objectively. The researcher decided to ask for help from different observers for all meetings to avoid bias. The observer recorded what she had witnessed during the 28 implementation in the field notes. This step aimed to fill the information gaps which were created by the researcher’s involvement in the implementation. After the first cycle ended, the researcher reflected on how the implementation had been done. This aimed to find out whether or not the games which had been used to develop the students’ vocabulary mastery were really effective. Through the reflection, the researcher was able to discover the things which needed improvement so that the solution could be effective. At the end of the second cycle, the researcher reflected on the results and decided that one more meeting had to be conducted to conclude how word games could help the students improve their vocabulary mastery.

E. Data Analysis Technique

The data gathered throughout the research were analyzed to find out whether or not the games used in the meetings could effectively help the students improve their vocabulary mastery. After every meeting, the researcher gathered the students’ vocabulary notes, which consisted of the notes before the implementation and the notes after the implementation of the games. These notes were scored, and the results were compared in order to find out how the students’ vocabulary mastery had progressed throughout the learning process. The other data of the students’ improvement were recorded in the worksheets which they did during the implementation of the games, i.e. the list of words categorized based on their parts of 29 speech in the form of word web see Appendix 5 and the list of adverbs they found in the text they had read see Appendix 6. The questionnaire distributed to the students, the results of the interviews, the field notes and the observation checklist were analyzed by summarizing them into a form of separate descriptions. Each of the descriptions would help the researcher to determine the relationship among the results of the students’ compared vocabulary notes, the students’ perception on the implementation, and what happened in the classroom during the implementation. This relationship would be the basis on which the final conclusion was derived from. In order to stop the cycle, criteria of success were determined. There were two criteria of success. The first one was that the number of students who correctly rewrote the meanings and the parts of speech of the words in their personal vocabulary lists increased. The second criterion was that more than 75 of the students participating in the research were able to correctly write equal to or more than 50 of the meanings and the parts of speech of the words in their personal vocabulary lists after the implementation.

F. Research Procedure

There are seven steps which were conducted throughout the research. 1. Observing XI TGBA Class in SMK N 2 Depok The researcher observed XI TGBA class in SMK N 2 Depok on April 23 rd and April 28 th , 2012. The researcher was non-participant in these observations. 30 2. Planning the Research After observing and analyzing the result of the observations, the researcher planned the research strategy which would be conducted to overcome the problem. 3. Asking permission from Dinas Perijinan After planning the research, the researcher asked permission to conduct the research from Dinas Perijinan on March 19 th , 2012. 4. Preparing the Instruments During this step, the researcher prepared all instruments which would be used in the research. 5. Collecting the Data The researcher collected the data on May 7 th , 12 th , and 14 th , 2012. The researcher taught the class and collected the data by taking notes of everything happening in the classroom during the implementation of the games, distributing the questionnaire to the students and conducting the interview. 6. Analyzing the Data The next step was analyzing the data. From the data collected, the researcher analyzed and interpreted them to obtain the results. 7. Reporting After completing the data analysis, the researcher wrote a report about the research. 31

CHAPTER IV RESEARCH RESULTS AND DISCUSSION

This research was conducted in three cycles. Each cycle consisted of planning, acting, observing and reflecting. Each cycle was completed in one meeting. The first meeting was conducted on May 7 th , 2012. The second meeting was conducted on May 12 th , 2012, and the third meeting was conducted on May 14 th , 2012. After all meetings were conducted, the researcher distributed the questionnaire and conducted the interview to a few students. The results of both were analyzed to corroborate the results taken from the students’ vocabulary list scores and group works.

A. The Description of the Implementation of Word Games

This section is divided into three parts, i.e. the implementation of word games in Cycle One, the implementation of word games in Cycle Two, and the implementation of word games in Cycle Three. Each cycle was completed in one meeting. The duration of each meeting was set to sixty minutes despite the fact that the contact hour for every subject in SMKN 2 Depok was 45 minutes. In the beginning, every meeting was planned to be conducted in one contact hour in order to give the students the chance to review the lesson as a mid-term test preparation in the remaining 45 minutes. Nevertheless, after the first meeting, the researcher found that 45 minutes was too short. Thus, the researcher negotiated with 32 the real classroom teacher about the time allocation and finally decided to set a 60- minute meeting. By doing so, the students would still have thirty minutes left to review their lesson.

1. The Implementation of Word Games in Cycle One

During Cycle One, the researcher identified the students’ problem by looking at the results of the observation which was done prior to the meeting. The problem that the researcher found was that the students had difficulties in understanding the content of their progress test, especially the multiple choice questions. They misinterpreted the options because they did not know the meaning of some words, for example they did not know that the words ‘terrible’, ‘horrible’, and ‘bad’ were within the same semantic field. They also admitted that the English class they normally had always involved answering the teacher’s questions and listening to the teacher’s explanation. Considering the characteristics of the students who were active and responsive, the researcher chose games as the solution to the problem. The researcher assumed that games would be able to give the students new experience in learning English, particularly related to vocabulary learning. During the acting stage, the researcher asked the students to fill in their vocabulary list before the implementation of the game. The first vocabulary list required the students to provide twenty words, including their meanings and the parts of speech. In ten minutes, they were asked to recall and write any English words they knew and provide their meanings and parts of speech. 33 Table 4.1 Students’ Scores and Words Frequency in Cycle One Pre-Implementation Student Students’ Scores Words Frequency Words Meaning Parts of Speech Average Noun Adjective Verb Adverb 1 18 20 19 19 12 5 3 2 - - - - - - - - 3 20 20 17 19 4 14 4 10 6 11 9 4 2 3 1 5 15 15 15 15 7 3 5 6 20 20 19 19.7 8 9 3 7 - - - - - - - - 8 20 20 16 18.7 10 10 9 15 15 13 14.3 6 2 6 1 10 20 20 20 20 7 1 9 3 11 17 20 15 17.3 8 7 5 12 18 20 19 19 19 1 13 19 20 17 18.7 15 2 3 14 17 20 18 18.3 9 7 4 15 20 20 20 20 8 3 9 16 20 19 18 19 7 7 4 2 17 20 20 19 19.7 14 3 3 18 20 20 2 14 11 4 5 19 19 19 17 18.3 11 4 3 1 20 9 8 6 7.67 7 1 21 20 20 19 19.7 17 2 1 22 20 20 18 19.3 13 2 5 23 18 20 17 18.3 11 3 2 2 24 20 19 20 19.7 8 7 5 25 20 19 20 19.7 8 5 7 26 19 20 16 18.3 3 3 12 1 27 20 20 13.3 16 2 2 28 17 17 15 16.3 13 3 1 29 17 17 15 16.3 10 5 2 30 17 19 20 18.7 14 3 3 31 20 20 19 19.7 14 6 Average 18.1

18.4 15. 9

17.5 290

108 126 12