Who Am I Botticeli Game Sentence in the Cup Charades

2.8. Theoretical Assumption

Vocabulary is important element of the language; it consist of total number of word to make a language. Therefore to master a language students should master the element of the language that is vocabulary. In teaching vocabulary the teacher should choose the appropriate materials that will be taught for students and it should be based on the need of the students. Beside that the teacher should also select the appropriate technique that can make students interest in learning vocabulary. There is the technique that can be used in teaching vocabulary; there is Parlour games. By using Parlour games the students will do the learning activities through such rules. They have a good experience or something happen to their life and it is impressed to their mind. It makes the vocabulary what they have learnt will stay longer in their mind. Finally, the writer assumes that parlour games can be applied in English teaching. Besides parlour games can inf luence the students’ vocabulary achievement.

2.9. Hypothesis

In the line with the theoretical assumption above, the writer formulated the hypothesis as follow: there is anydifference of the students’ vocabulary achievement significantly.

III. RESEARCH METHOD

3.1. Research Design

This is a quantitative research, which has one group pretest-posttest design. Researcher selected one class as the experimental group using simple random probability sampling. The design can be presented as follows: T1 X T2 T1 is pretest X is treatment T2 is posttest Hatch and Farhady, 1982:20 This research was conducted in five meetings with presentation as follows: The first meeting, 60 minutes was try out test. The second meeting, 60 minutes was pretest. The third meeting 2 x 45 minutes was for first treatment using who Am I game. The fourth meeting, 2 x 45 minutes was for the second treatment using Sentence in the Cup game and the last meeting, 60 minutes was posttest.

3.2. Population and Sample

The population of this research was the students at class XI of SMK Budi Karya Natar Lampung Selatan. There were six classes of class XI. Each class consisted 30-35 students. The researcher was choose one class as experimental class. In determining samples, the researcher uses simple random probability sampling, by using lottery.

3.3. Steps in Collecting the Data

In collecting the data, the researcher uses the following steps:

3.3.1. Conducting Try Out

Try out is to make sure that the test is appropriate to be used as a research instrument. This test was multiple choices tests which consist of 40 items with allocation time in 60 minutes. The 40 items of try out test was reduced become 35 items to be used in pretest and posttest. The aim of try out test is to know the quality of the test which would be used as the instrument of the research and to determine which item should be revised for the pretest and posttest. This research used the result of try out test to measure the level of difficulty and discrimination power, to find out the validity and the reliability of the test.

3.3.2. Conducting pretest

Pretest was conducted before treatments. It used to know how far the students’ achievement of vocabulary before treatments is given. Pretest used is an objective test in the form of multiple choices. Pretest was conducted for 30 items in 60 minutes to measure students’ basics ability.

Dokumen yang terkait

o'The Influence of Students' Educational Background to Their Achievement in Learning English

0 6 103

THE USE OF VIDEO MOVIE TO IMPROVE STUDENTS’ LISTENING COMPREHENSION ACHIEVEMENT AT THE FIRST YEAR STUDENTS’ OF SMAN 1 NATAR LAMPUNG SELATAN

1 8 51

THE INFLUENCE OF USING HANGAROO GAME TOWARDS STUDENTS’ VOCABULARY MASTERY by

0 0 8

THE INFLUENCE OF USING STORIES TOWARDS STUDENTS‟ GRAMMAR MASTERY AT THE SECOND SEMESTER OF TENTH CLASS AT MA AL-HIKMAH BANDAR LAMPUNG Sri Wahyuningsih STKIP PGRI Bandar Lampung ABSTRACT - View of The Influence of Using Stories towards Students' Grammar Ma

0 0 6

View of The Influence of Imaginative Description Game towards Students' Vocabulary Mastery at The Second Semester of The Eight Class at SMP N 1 Gunung Sugih Lampung Tengah

0 0 6

THE INFLUENCE OF GROUP WORKS TOWARDS STUDENTS` ABILITY IN WRITING DESCRIPTIVE TEXT AT THE FIRST SEMESTER OF THE SEVENTH CLASS AT SMP BUDI KARYA NATAR LAMPUNG SELATAN IN 20142015 (Riska Alfiawati)

0 0 9

THE INFLUENCE OF WORD GROUPING ACTIVITIES TOWARDS STUDENTS’ VOCABULARY MASTERY AT THE FIFTH CLASS OF SD NEGERI I BAGELEN GEDONGTATAAN PESAWARAN (Riska Alfiawati)

0 0 13

THE INFLUENCE OF GROUP WORK TOWARDS STUDENTS’ ABILITY IN WRITING DESCRIPTIVE TEXT AT THE FIRST SEMESTER OF THE TENTH CLASS AT SMA YADIKA NATAR LAMPUNG SELATAN IN 20152016 Riska Alfiawati STKIP PGRI Bandar Lampung ABSTRACT - View of The influence of group

0 0 7

THE INFLUENCE OF USING WORD WALL MEDIA TOWARDS STUDENTS’ VOCABULARY MASTERY AT THE FIRST SEMESTER OF THE EIGHTH GRADE AT SMP NEGERI 1 KATIBUNG LAMPUNG SELATAN IN THE ACADEMIC YEAR OF 2018/2019 - Raden Intan Repository

0 0 93

THE INFLUENCE OF USING SETS OF WORDS GAME ON THE STUDENTS’ ACHIEVEMENT IN LEARNING ENGLISH VOCABULARY AT THE SECOND CLASS STUDENTS OF SMP PERINTIS ARJAWINANGUN CIREBON - IAIN Syekh Nurjati Cirebon

0 0 18