Review of Related Studies

18 Students’ Problems Students’ Characteristics Limited vocabulary Active, enthusiastic, responsive Tense classroom situation Vocabulary Learning The process of increasing and establishing vocabulary Word knowledge mastered gradually Avoid excessive learning pressure Problem Solution Word Games Implementation of word games focuses on form and meaning aspects of word knowledge Desired Results Students participate actively in learning activities Students are motivated to learn vocabulary actively Students learn vocabulary in a pleasant atmosphere Students’ masteryof word knowledge improves Figure 2.1 Theoretical Framework As a means of language learning, games involve language-building activities which can increase learners’ motivation and participation in the process of language learning. Learning parts of speech with different levels of difficulty might be stressful for students. Games give them a chance to use the language to gain the desired results as well as to practice and review the language in an enjoyable atmosphere, lessening the burden of learning. This atmosphere will help the learners to internalize a word by mastering its meaning and its parts of speech progressively, especially because learning new words should not be an instantaneous process done under pressure. 19 Based on Lewis Bedson’s explanation 1999, games are expected to encourage students to be involved in a variety of activities. In this research, the students of XI TGBA class were motivated to participate in the games as a member of a group. Games were chosen to improve vocabulary mastery because, as mentioned by Nguyen and Khuat 2003, the students were given a chance to learn, practice and review the target language in a pleasant atmosphere. A pleasant atmosphere was helpful in motivating the students to take part in the games so that they would not feel bored and learn vocabulary actively. Assigning them into groups would require them to work together to achieve a goal and allow them to learn from and respect each other. When applying games, the researcher referred to the factors which should be taken into account as proposed by Nguyen and Khuat 2003. The researcher constructed the instructions and steps by considering the number of students, proficiency level, cultural context, timing, learning topic, and classroom setting in order to find the most appropriate game for each meeting. The activities were intended to increase and establish vocabulary to support the students’ vocabulary mastery. They would be exposed to some words they might never have encountered before, and it would signify the start of their learning. However, when they had already had a clue on the words taught, they might as well develop and expand their vocabulary knowledge. Some aspects of word knowledge as explained by Nation 2000, p. 27 were also taken into consideration. They were explored in the implementation of games, particularly the form and meaning aspects since the 20 activities would be focusing more on building the students’ knowledge on word meanings and parts of speech. Nevertheless, word knowledge should not be learned in a rush. As Schmitt n.d. explains, the overall word knowledge cannot be achieved all at once. They can only be learned one step at a time, allowing learners to expand their knowledge incrementally. It is also important to consider the advantages of using games to motivate the students and increase their participation. Although Al-Aliyani n.d. explains that the degree of participation and motivation differs across learners, their reaction and attitude toward the implementation of games itself are worth observing. If they react positively, it means that games help them encounter the target vocabulary in a meaningful way. As they learn with high motivation and willingness to participate, it will be easier for them to learn new words, expand their knowledge on words they have known, store them, and recall them whenever they need to. This will eventually result in the improvement in their vocabulary mastery. 21

CHAPTER III RESEARCH METHODOLOGY

This chapter describes the research method, research participants and setting, research instruments, technique of data gathering and data analysis, and research procedure.

A. Research Method

This research was conducted to find out how word games help improve vocabulary mastery of XI TGBA students in SMK N 2 Depok. In order to answer the research question, a class action research CAR was conducted. According to Lewin 1946, a theory of action research can be developed “as a spiral of steps involving planning, fact-finding or reconnaisance and execution” as cited in McNiff Whitehead, 2002, p. 41. Those steps are generally understood as “an action- reflection cycle of planning, acting, observing and reflecting.” p. 41 If the cycle continues, it shows that there is a change in thinking and a change in action. Lewin’s idea is further developed by Stephen Kemmis 1986, as cited in McNiff Whitehead, 2002, p. 44. His work shows a “self-reflective spiral of planning, acting, observing, reflecting and re-planning.” This spiral of steps promotes understanding of how to take action in order to improve an educational situation.