Conclusions CONCLUSIONS AND RECOMMENDATIONS

72

CHAPTER V CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the conclusion and the recommendations of the research. It consists of two sections. The first one is the conclusion of the finding of the research based on the problem formulation of this research as stated in the chapter I and discussion in the chapter IV. The second is the recommendations for the second grade English teacher at SD Kanisius Sengkan and future researchers.

A. Conclusions

In this part, the researcher concluded the finding of the research based on the problem formulation. The problem formulation of this research is „What does the design of a set of a computer game-based instructional materials to teach vocabulary for second grade students in SD Kanisius Sengkan look like?‟. The materials in the game are made to help the second grade students of elementary school in SD Kanisius Sengkan be easier, more fun, and enjoyable when learning English vocabulary from Rainbow 2A book which is transferred and modified in a form of game. The vocabulary in the game is limited, but it is discussed deeper and repeatedly. Therefore, after having teaching and learning activities using this designed game, the students are able to learn English vocabulary better. The title of the designed game is „Magic English‟. It is made using Macromedia Flash Software and the main contents are adapted from Rainbow 2 Book Kristiyani, Emilya, Sinaga, Maharani, 2014. The designed-game 73 73 consists of eight topics. The topics are Alphabets, Numbers 1 to 20, Vegetables, Animals, Food and Drink, Days, Toys, and Transportation. Each topic has four sections: „What Is It?‟, „Listen and Repeat‟, „Let‟s Practice‟, and „Are You Ready to Play?‟. Those four sections are divided in two menus: Tutorial and Game. In Tutorial consists of „What is it?‟, „Listen and Repeat‟, and „Let‟s Practice‟, while in the Game menu, it consists of „Let‟s Have Fun‟. Those sections contain the identification of the pictures with the vocabulary, the vocabulary items, listening, questions, and exercises through the games. Hopefully, by using the arranged activities of the designed game in the teaching and learning activities, the students enjoy and feel fun joining the classroom activities in order to acquire new vocabulary materials, so that if the students enjoy joining the classroom activities, they can pay attention to the materials and they are able to have the better knowledge of English vocabulary.

B. Recommendations