Limitation of The Problems Formulation of The Problem

4 Classroom Interaction Analysis is an analysis of language phenomenon found in interaction activities involving two or more participants Chaudron, 1998. 5 Initiation-Response-Feedback IRF is a model of classroom interaction which provides guidance for analyzing spoken language, which was developed from classroom discourse in general secondary classroom McCarthy, 2002: 36. 6 Initiation is the first part out of three components suggested in Initiation- Response-Feedback IRF Model which acts as an opening phase where the participants inform each other that they are in fact going to conduct a lesson as opposed to some other activities Sinclair and Coulthard, 1992. 7 Response is the second out of three components suggested in Initiation- Response-Feedback IRF Model which acts as an instructional phase where information is exchanged between teacher and students Sinclair and Coulthard, 1992. 8 Feedback is the third out of three components suggested in Initiation- Response-Feedback IRF Model which functions as a closing phase where participants are reminded of what goes on in the core of a lesson Sinclair and Coulthard, 1992.

CHAPTER II FRAME OF THEORY

Chapter two discusses related theoretical points: review of previous related research concept of vocabulary, teaching English at elementary school, classroom interaction in language teaching, pattern of classroom interaction, concept of game, concept of guessing game, teaching vocabulary by using game, and procedures teaching vocabulary through game. These theoretical concepts are presented in the following points.

2.1. Review of Previous Related Research

Guessing game is one of the effective techniques for teaching English vocabulary. In learning-teaching English language, the teacher must use the creative technique to attract the students’ activities and participation so that they can familiarize using English word. In using guessing game as a technique, the students’ vocabulary can increase. Based on the previous related researches, Hidayati’s research concludes that guessing game can increase the students’ vocabulary achievement at the ninth grade of SMP Muhammadiyah 1 Sendang Agung. Then, Purwanti 2012 concludes that the use of guessing game can increase students’ vocabulary achievement at the eighth grade of SMPN 1 Adiluwih. It is proved by of the result from 20 students 52,63

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