An over-sized snake-ladder game to introduce English vocabulary to support the development of multiple intelligences among Kindergarten Students.
i
AN OVER-SIZED SNAKE-LADDER GAME TO INTRODUCE
ENGLISH VOCABULARY TO SUPPORT
THE DEVELOPMENT OF MULTIPLE INTELLIGENCES
AMONG KINDERGARTEN STUDENTS
A SARJANA PENDIDIKAN THESIS
Presented as Partial Fulfillment of the Requirements to Obtain the Sarjana Pendidikan Degree
in English Language Education
By
Elisabeth Yudisteria Wanasti Student Number: 071214143
ENGLISH LANGUAGE EDUCATION STUDY PROGRAM DEPARTMENT OF LANGUAGE AND ARTS EDUCATION FACULTY OF TEACHERS TRAINING AND EDUCATION
SANATA DHARMA UNIVERSITY YOGYAKARTA
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ASarjana PendidikanThesis on
AN OVER-SIZED SNAKE-LADDER GAME TO INTRODUCE
ENGLISH VOCABULARY TO SUPPORT THE
DEVELOPMENT OF MULTIPLE INTELLIGENCES AMONG
KINDERGARTEN STUDENTS
By
Elisabeth Yudisteria Wanasti
Student Number: 071214143
Approved by
Sponsor
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AN OVER-SIZED SNAKE-LADDER GAME TO INTRODUCE
ENGLISH VOCABULARY TO SUPPORT THE
DEVELOPMENT OF MULTIPLE INTELLIGENCES AMONG
KINDERGARTEN STUDENTS
By
ELISABETH YUDISTERIA WANASTI Student Number: 071214143
Defended before the Board of Examiners on 10 December, 2013
and Declared Acceptable
Board of Examiners
Chairperson : C. Tutyandari, S.Pd., M.Pd. ... Secretary : Drs. Barli Bram, M. Ed., Ph. D. ... Member : Dr. Retno Muljani, M. Pd. ... Member : Markus Budiraharjo, S. Pd., M. Ed., Ed. D. ... Member : C. Tutyandari, S. Pd., M. Pd. ...
Yogyakarta, 10 December 2013
Faculty of Teachers Training and Education Sanata Dharma University
Dean
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A deep dedication to:
My great parents,Bapak Wahyu PujonggoandIbu Erna
My beautiful sister,Intravenna
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STATEMENT OF WORK’S ORIGINALITY
I honestly declare that this thesis, which I have written, does not contain the work
or parts of the work of other people, except those cited in the quotations and the
references, as a scientific paper should.
Yogyakarta, 10 December 2013
The Writer
Elisabeth Yudisteria Wanasti 071214143
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LEMBAR PERNYATAAN PERSETUJUAN
PUBLIKASI KARYA ILMIAH UNTUK KEPENTINGAN AKADEMIS
Yang bertanda tangan di bawah ini, saya mahasiswa Universitas Sanata Dharma:
Nama : Elisabeth Yudisteria Wanasti Nomor Mahasiswa : 071214143
Demi pengembangan ilmu pengetahuan, saya memberikan kepada Perpustakaan Universitas Sanata Dharma karya ilmiah saya yang berjudul:
AN OVER-SIZED SNAKE-LADDER GAME TO INTRODUCE ENGLISH VOCABULARY TO SUPPORT THE DEVELOPMENT OF MULTIPLE
INTELLIGENCES AMONG KINDERGARTEN STUDENTS
beserta perangkat yang diperlukan (bila ada). Dengan demikian saya memberikan kepada Perpustakaan Universitas Sanata Dharma hak untuk menyimpan, mengalihkan dalam bentuk media lain, mengelolanya dalam bentuk pangkalan data, mendistribusikan secara terbatas, dan mempublikasikannya di Internet atau media lain untuk kepentingan akademis tanpa perlu meminta ijin dari saya maupun memberikan royalty kepada saya selama tetap mencantumkan nama saya sebagai penulis.
Demikian pernyataan ini yang saya buat dengan sebenarnya.
Dibuat di Yogyakarta
Pada tanggal: 10 December 2013
Yang menyatakan
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vii ABSTRACT
Wanasti, Elisabeth Yudisteria. 2013. An Over-Sized Snake-Ladder Game to Introduce English Vocabulary to Support The Development of Multiple
Intelligences among Kindergarten Students. Yogyakarta: English Language
Education Study Program, Sanata Dharma University.
TK Kanisius Kotabaru Yogyarta is one of private kindergartens in Yogyakarta which provides English is taught as regular subject for 30 minutes per week. A lack of supporting media and a lack of English teacher became the problems.
This research was set to design an over-sized Snake-Ladder game to introduce English vocabulary to support the development of multiple intelligences (MI) among kindergarten students. Therefore, the researcher formulated two questions (1) how is an over-sized Snake-Ladder game designed? (2) What does an over-sized Snake-Ladder game look like?
To answer those questions, the researcher implemented Research and Development (R&D) method which was first introduced by Borg and Gall (1983).This R&D method was integrated with eleven steps of constructing game as proposed by Bell and Wieckert (1985). In this research, the researcher provided three instruments to gather the data such as interview, field notes, and questionnaire. The researcher integrated R&D method with eleven steps of constructing games into research information collecting, planning, developing a preliminary form of product, preliminary field testing, and main product revision. In research information collecting, the researcher conducted a need survey and library research. To determine themes, objectives, grade level, numbers of players,
format of game, method of checking, material, player’s roles, and procedure and
time allocation were done in planning stage. The researcher compiled, analyzed, and developed all the data in stage of developing a preliminary product. In
preliminary field testing, the researcher conducted experts’ validation and field
testing toward the whole designed game. In main product revision, the researcher considered and developed suggestions and evaluation in preliminary field testing step to revise the designed game.
The researcher developed an over-sized Snake-Ladder game. The researcher expected this designed game became interesting and functional learning aids for kindergarten students such as huge and colorful board and dice. This designed game was expected to be effective and efficient learning aids to introduce English vocabulary to kindergarten students. Moreover, this designed game can support the development of multiple intelligences among kindergarten students.
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viii ABSTRAK
Wanasti, Elisabeth Yudisteria. 2013. An Over-Sized Snake-Ladder Game to Introduce English Vocabulary to Support the Development of Multiple
Intelligences among Kindergarten Students. Yogyakarta: Pendidikan Bahasa
Inggris, Universitas Sanata Dharma.
TK Kanisius Kotabaru Yogyakarta merupakan salah satu sekolah taman kanak-kanak swasta yang mengajarkan Bahasa Inggris sebagai salah satu mata pelajaran wajib dengan alokasi waktu 30 menit per minggu. Minimnya media pembelajaran dan kurangnya sumber daya manusia menjadi acuan penulis untuk membuat sebuah penelitian.
Penelitian ini bertujuan untuk mendesain sebuah permainan ular tangga raksasa untuk memperkenalkan kosa kata Bahasa Inggris sekaligus mendukung perkembangan kecerdasan majemuk anak-anak TK. Oleh karena itu, peneliti merumuskan dua pertanyaan, yaitu (1) bagaimanakah sebuah permainan ular tangga raksasa tersebut dirancang? (2) bagaimanakah bentuk permainan yang sudah dirancang tersebut?
Untuk menjawab kedua pertanyaan tersebut, peneliti menerapkan metode Penelitian dan Pengembangan (R&D) yang pertama kalinya diperkenalkan oleh Borg dan Gall (1983). Metode penelitian dan pengembangan (R&D) ini, kemudian diintegrasikan dengan sebelas tahap perancangan sebuah games yang dikembangkan oleh Bell dan Wieckert (1985). Dalam penelitian ini, interview, catatan lapangan, dan kuisioner menjadi tiga instrumen utama untuk mengumpulkan data baik di tahap observasi maupun validasi. Kelima langkah dalam penelitian dan pengembangan (R&D) diintegrasikan ke sebelas tahap perancangan sebuah permainan, yaitu pengumpulan informasi penelitian, perencanaan sebuah permainan, pengembangan bentuk awal dari sebuah permainan, pengujian tahap awal, dan revisi utama sebuah permainan.
Peneliti mengembangkan permainan ular tangga sebagai sebuah media pembelajaran yang menarik dan fungsional untuk anak-anak TK, misalnya papan permainan dan dadu yang besar dan warna-warni. Permainan ular tangga ini diharapkan menjadi media pembelajaran yang efektif dan efisien untuk mengenalkan kosakata baru ke anak-anak. Permainan ular tangga yang didesain ini juga diharapkan mampu melatih dan mengembangkan kecerdasan majemuk dalam setiap anak.
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ACKNOWLEDGEMENTS
First of all, I would like to express my greatest gratitude toJesus Christto give me a beautiful life. I would like to thank Mother Mary for the guidance to lead me walk on the way of blessings.
My sincere gratitude goes to Dr. Retno Muljani, M. Pd., for her guidance, kindness, patience, and attention to be my advisor in assisting me
during this research completion.
I would like to present my deepest gratitude to my parents,Bapak Wahyu Pujonggo and Ibu Erna, for every single support and prayer they have always conferred to me. They are my greatest encouragement to finish my study. My
sincere gratitude is also addressed to my beautiful sister, Intravenna, and my handsome brother, Gludhux Prakosowho always motivates me to do the best for my thesis. Additionally, I am also grateful to my aunt and her husband, Budhe YaniandPakdhe Arip,to support me to finish my study.
I am indebted to the principal of TK Kanisius Kotabaru, Yogyakarta, Ibu
Narti,and for her kindness to allow and provide me a huge opportunity to conduct my research in her great school. I also thank Bu Rini, the English teacher of TK Kanisius Kotabaru, Yogyakarta,for her valuable evaluation of my designed game. I need to say thanks toMbak MeraandBu Pipin to evaluate my designed game. In addition, I would like to express my sincere thanks to Matanja Ranske
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I am really grateful to my best friend, Lala, Popon, Bre, Raras, Haya, Dei, Hening, Seto, Yusak, Wendi, Mbak Susan, Asep, Galih, Manda, and Litul
for their love, attention, and help during my study at PBI. I also thank the staff of
Anak Wayang Indonesia such asMbak Vini, Mbak Ema, Mbak Nia, Mbak Eva, Kak Yanti, Kang Sipen, Rosi, Bos Nova, Bro Mita, Mas Gigon, Iis Kompong,
and Pak Pethel to give me a lot of attention and help to finish my thesis. My thankfulness also goes to my entire best friends in Sanggar Anak Kampoeng Indonesia (SAKI)who always support me in both pleasing and sad moments.
My special thanks go to my best friend, Tia for her kindness to help me finish my thesis. I need to say thanks to Martha’07 and Indah’07 for her
meaningful help. In addition, I really thank Arum’07 and Mbak Jelly for her
supports and prayer.
I also thank Biyung Fitri, Dista, Iwan, Rani, Zahra, and Aulia for being models in my video tutorial of this designed game.
Finally, I thank all people who have given me supports and prayers that I
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TABLE OF CONTENTS
TITLE PAGE………...i
APPROVAL PAGES………..ii
DEDICATION PAGE………...iii
STATEMENT OF WORK’S ORIGINALITY………....v
PERNYATAAN PERSETUJUAN PUBLIKASI….………..vi
ABSTRACT………..vii
ABSTRAK…..………...viii
ACKNOWLEDGEMENTS………...ix
TABLE OF CONTENTS………...xi
LIST OF TABLES………...xiv
LIST OF FIGURES………...xv
LIST OF APPENDICES………..xvi
CHAPTER I. INTRODUCTION A. Research Background………....1
B. Problem Formulation………..5
C. Problem Limitation………....5
D. Research Objective………....6
E. Research Benefits………..6
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CHAPTER II. REVIEW OF RELATED LITERATURE
A. Theoretical Descriptions
1. Instructional Design...11
2. Theories of Learning………....14
3. The Characteristics of Young Learners………....19
4. Teaching Vocabulary to Young Learners………....20
5. Game as Learning Aids………...23
B. Theoretical Framework………...30
CHAPTER III. METHODOLOGY A. Research Method………..35
B. Research Setting………...40
C. Research Participants………...40
D. Research Instruments………...41
E. Data Gathering Techniques………..43
F. Data Analysis Techniques………44
G. Research Procedures……….46
CHAPTER IV. RESEARCH FINDINGS AND DISCUSSION A. Designing an Over-Sized Snake-Ladder Game to Introduce English Vocabulary to Support the Development of Multiple Intelligences among Kindergarten Students 1. Research Information Collecting………51
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2. Planning………58 3. Developing preliminary
form of product………...60 4. Preliminary Field Testing……….62 5. Main Product Revision……….67 B. Presenting the Design of an Over-Sized Snake-Ladder Game to Introduce
English Vocabulary to Support the Development of Multiple Intelligences
among Kindergarten Students
1. The Layout of the Over-Sized
Snake-Ladder Game ... 69
2. The Content of the Over-Sized
Snake-Ladder Game ... 71
3. The Procedure of Playing
the Over-Sized Snake-Ladder Game ... 73
CHAPTER V. CONCLUSIONS AND SUGGESTIONS
A. Conclusions………75 B. Suggestions………77
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LIST OF TABLES
Table 3.1 Points of Agreement………. 45
Table 4.1 Table of Data of Respondents………...63 Table 4.2 The Result of Central Tendency………... 64 Table 4.3 Table of Expressions………... 73
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LIST OF FIGURES
Figure 2.1 The Elements of Yalden’s
Instructional Design………... 12 Figure 2.2The Illustration of Gardner’s
Multiple Intelligences………...22 Figure 2.3 The Illustration of Simple Ways of
Suyanto’s Vocabulary Learning ………... 36 Figure 3.1 The Illustration of R & D Cycle………... 36 Figure 3.2 The Illustration of Modified of R&D Cycle and
Theory of Bell and Wieckert………... 39 Figure 3.3 The Formula of Central Tendency………... 45 Figure 4.1 The Pictures of
Giant Snake-Ladder Game Tools ..………... 61 Figure 4.2 The Picture ofTeacher’s Handbook...………... 62 Figure 4.3 The Illustration of
Giant Snake-Ladder Game Layout………... 61 Figure 4.4 The Illustration of Supporting Tools…...……….. 70 Figure 4.5 The Illustration of The Snake and The Ladder……….. 70 Figure 4.6 The Illustration of Sign Systems ... 71
Figure 4.7 The Illustration of Names of the Fruits ... 72
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LIST OF APPENDICES
APPENDIX A. Permission Letter………81 APPENDIX B. The Blueprint and Raw Data of
the Interview in the Need Survey………83 APPENDIX C. The Blueprint and Raw Data of
Class Observation in the Need Survey………86 APPENDIX D. The Blueprint and Raw Data of Questionnaire
in the Experts’ Validation ………..90 APPENDIX E. The Blueprint and Raw Data of Questionnaire
in the Trial Game………..102 APPENDIX F. Lesson Plan of the Trial Game………...108 APPENDIX G. Layout of the Over-Sized
Snake-Ladder Game…...………111 APPENDIX H. Manual Instruction of How to Play
the Over-Sized Snake-Ladder Game……….113
APPENDIX I. Teacher’sHandbook………...116 APPENDIX J. The Matrix of Multiple
Intelligences Development……….126 APPENDIX K.Photo of Trial Game ………...129 APPENDIX L. Video Tutorial of How to Play
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1
CHAPTER I INTRODUCTION
This chapter consists of five parts. Those parts are research background,
problem formulation, research objectives, research benefits, and definition of
terms. The research background explains about the reason of the researcher in
writing this research and also the description of the topic of this research. The
problem formulation describes the problems that will be analyzed in this research.
The research objectives present the expected outcomes of this research. Then, the
research benefits explain the contribution of this research. Lastly, the definition of
terms give clear view of some explanations about some terms which are related to
this study.
A. Research Background
Learning a second or foreign language at early ages is better than at adult
ages. Iffredista (2013) underlines that learning English will be easier when we
start it at early ages. Brewster, Ellis, and Girard also emphasize that:
Because there is a strong ‘folk’ belief, sorts of ‘act of faith’, that young
children learn language better and more easily than older children do. This means there is a wide spread belief that there are definite advantages to introducing language learning early in life, which outweigh the
disadvantages….(as cited in Witri, 2010, p. 1)
Thus, kindergartens in several countries offer English as a second or a
Foreign Language. A strong belief that young children learn language better
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Indonesia. Kindergarten, known as Taman Kanak-kanak (TK), is the lowest grade of the Indonesian formal educational system. Taman Kanak-Kanakoffers English as a regular subject or as extracurricular activity. TK Kanisius Kotabaru, a kindergarten in Yogyakarta, offers English as a regular subject. When the
researcher was the voluntary teacher in TK Kanisius Kotabaru, English had regular time allocation for thirty minutes per week. TK Kanisius Kotabaru, Yogyakartaconsists of two classes such as class A and class B. Class A is for four (4) to five (5) year-old children, while class B is 5 (five) to 6 (six) year-old
children. Each class consists of approximately twenty-four (24) children.
The researcher found an intriguing question which was related to English
teaching media when the researcher worked as voluntary teacher in TK Kanisius Kotabaru, Yogyakarta. Moreover, the English teacher of TK Kanisius Kotabaru, Yogyakartahas no English education background. Thus, the researcher initiated a research in which TK Kanisius Kotabaru, Yogyakarta became the research’s
object.
Krisna (2011) describes that the objective of teaching and learning English
at early ages is to create children interest towards English, so that they want to
learn more at higher grades. In kindergarten, English teacher mostly introduces
English vocabulary. As Berk (2006) emphasizes that:
Vocabulary is the content and function on words of a language which are learned so through that they become a part of a child's understanding, speaking, and later, reading, and writing. Vocabulary is the words having meaning when heard or seen though proceed even not proceed by the individual himself to communicate with other (p. 218)
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Additionally, an English practitioner, Widagdo, describes that learning
vocabulary is important, because children can start their speaking by knowing
much vocabulary (as cited in Sobri, 2012). Nation (1990) emphasizes that
teaching English vocabulary has to be started in kindergarten since vocabulary is
the most important element of learning languages (p.2). Additionally, Krisna
(2011) underlines that English vocabulary which is given to kindergarten pupils
should be thematically focused, following the themes in kindergarten curriculum.
If an English teacher puts ‘self’ as a topic in class, then English teacher should also introduce related vocabulary, such as parts of the body or the senses.
Accordingly, the English teacher of TK Kanisius Kotabaru, Yogyakarta mostly introduces English vocabulary to the students.
The different media to facilitate the process should support the process of
teaching vocabulary in kindergarten. The English teacher of TK Kanisius Kotabaru, Yogyakartaapplies several supporting media, such as flashcards, songs, dances, stories, and videos when the researcher worked as the voluntary teacher.
Those media supported the teacher to teach her students English vocabulary.
However, the teacher never used game as supporting media to introduce new
vocabulary. Thus, it is a captivating question, why games as media to teach
vocabulary might have never been applied inTK Kanisius Kotabaru, Yogyakarta.
Based on Wright, Betteridge, and Buckby (2006), game as a fun part in
learning a language helps and encourages learners to continue their interest in the
language and to study it harder (p. 2). Suyanto (2007, p.16) notes that students are
also interested in fun things. However, commercial games are not suitable enough
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teacher should develop commercial games to be language games. According,
Lewis and Bedson (1999), language game as an activity has a visible set of rules
which guide the children’s actions, and an element of strategy—children must successfully apply their language and other skills (p. 5). Therefore, the English
teachers need to find out how a fun language game can be applicable to introduce
English vocabulary. The researcher believes that language game can be a
promising supporting media to teach English vocabulary, even more useful than
other media. Since games in kindergarten are enjoyable (Lee, 1986), the
researcher proposes an over-sized Snake-Ladder game to introduce English
vocabulary which, at the same time, also to support the development of pupils’
multiple intelligences.
Multiple intelligences is an important concept to be developed. According
to Gardner (1983), the founder of the concept of multiple intelligences, pupils’
multiple intelligences can help them to solve problems, to find the answers to
specific questions, and to learn new material quickly and efficiently (p. 14). Thus,
the researcher proposes an over-sized Snake-Ladder game for the students of TK Kanisius Kotabaru, Yogyakarta which is to support their development of multiple intelligences. This designed game which was integrated with Gardner’s multiple
intelligences should eventually help them to learn English vocabulary efficiently.
Suyanto (2007) describes that pupils’ need of engaging in fun things
(p.16). Thus, the researcher designs an over-sized Snake-Ladder game to satisfy
students’ need. Moreover, Campbell, Bruce, and Dickinson (1996) note that board games should help students to set fire their enthusiasm to study (p. 115). One of
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exercises memory skills and the visual-spatial intelligence of the pupils. These are
the reasons, why the researcher proposes an over-sized Snake-Ladder game to
introduce English vocabulary, and eventually help to support the multiple
intelligences among the students of TK Kanisius Kotabaru, Yogyakarta. It is expected that an over-sized Snake-Ladder game can help the English teacher to
introduce vocabulary easier. Additionally, it can help the students to enjoy
learning English even more.
B. Research Problem
This study addresses two (2) research questions, which can be formulated
as follows:
1. How is an over-sized Snake-Ladder game to introduce English vocabulary to
support the development of multiple intelligences among kindergarten
students designed?
2. What does an over-sized Snake-Ladder game look like?
C. Problem Limitation
In this study, the researcher focused on designing an over-sized
Snake-Ladder game for the students of TK Kanisius Kotabaru, Yogyakarta. This designed game can help the English teacher to introduce English vocabulary in a
fun and attractive way.
In the designed game, there are many pictures which help students to learn
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The researcher also designed each activity in playing the over-sized
Snake-Ladder game in order to support the development ofthe students’Multiple Intelligences. Nevertheless, this designed game could promote the development of
several intelligences.
Additionally, the researcher modified some basic rules of playing the
common game. The researcher tried to synchronize between the basic rules and
the students’ needs and characters.
D. Research Objectives
In this study, there are two objectives to be achieved. The objectives can
be specified as follows:
1. To design an over-sized Snake-Ladder game to introduce English vocabulary
in support of the development of multiple intelligences among kindergarten
students.
2. To present the design of the over-sized Snake-Ladder game.
E. Research Benefits
There are some benefits, which could be obtained by this study. They are
as follows:
1. This study will help the students of TK Kanisius Kotabaru, Yogyakarta, to learn English vocabulary in a fun way.
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2. This study will help the English teachers of TK Kanisius Kotabaru,
Yogyakarta, to add the over-sized Snake-Ladder game as their existing teaching media in class, especially to teach English vocabulary.
F. Definition of Terms
In order to avoid misunderstanding and misinterpretation, the author
provides definitions of the most important terms used in the study as follows:
1. Snake-Ladder game
The word ‘Snake-Ladder game’ has a definition as a British children’s
game played with a board and dice(“Snake-Ladder game”). The basic rule of this game is that when you go up a ladder; you can progress quickly to reach the
finishing, while if you go down a snake, you have to go backwards.
In this study, the researcher defines a Snake-Ladder as a children’s game
played with a board and dice. The researcher integrates English vocabulary into
the game. The researcher also designs the over-sized Snake-Ladder game to
support the development of students’ multiple intelligences.
2. TK Kanisius Kotabaru, Yogyakarta
It is a private kindergarten located in Yogyakarta where the researcher
conducted the research. In this school, the English teacher of TK Kanisius Kotabaru, Yogyakartahas never used games as media of teaching English. During the phase of constructing the games, students of class B and the English teacher of
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TK Kanisius Kotabaru, Yogyakartawere involved in the design process to provide some valuable information regarding the over-sized Snake-Ladder game.
3. Multiple Intelligence
Gardner (1983)defines the word ‘intelligence’as a general ability found in varying degrees in all individuals (p. 14). Gardner (1983b) emphasizesthat pupils’
multiple intelligence can help them to solve problems, to find the answers to
specific questions, and to learn new material quickly and efficiently. Gardner
(1983c) describes eight intelligences such as linguistic, logical-mathematical,
visual-spatial, bodily kinesthetic, musical, interpersonal, intrapersonal, and
naturalist intelligence.
In this study, the researcher defines multiple intelligences as students’
general abilities that help them to learn vocabulary, e.g. names of fruits,
efficiently. In the process of playing the over-sized Snake-Ladder game, the
students should develop their intelligences, such as linguistic,
logical-mathematical, visual-spatial, bodily-kinesthetic, interpersonal, and intrapersonal
intelligence to help them to learn names of the fruits.
4. Vocabulary
Suyanto (2007) defines vocabulary as group of words that has explanatory
meaning and gives information when it is used (p. 43). The word ‘vocabulary’
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In this study, the researcher defines vocabulary as English words
introduced to the kindergarten students, such as names of the fruits.
5. Language Game
Lewis and Bedson (1999) define language games are activities which is
the presence of a visible set of rules which guide the children’s actions, and an
element of strategy—children must successfully apply their language and other skills (p. 5).
Moreover, language game also has same characteristic to commercial
game in which game as a fun activity (Bell & Wieckert, 1985, p.xix). Wright,
Betteridge, and Buckby (2006) also define game as an activity which is
entertaining and engaging, often challenging (p. 1). Wright et al (2006) also define game as an activity in which the learners play and usually interact with
others (p. 1).
In this study, the researcher defines language game as an entertaining and
challenging activity which has a visible set of rules to guide the students’ actions.
In this study, the sudents also apply their language and other skills to learn simple
English vocabulary.
6. To Introduce
The word ‘to introduce’define as bringing a subject to the attention of
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define as activity to show someone/something or tell them about it for the first
time(“to introduce”).
In this study, the researcher defines the word ‘to introduce’ as the activity
to show the students at class B ofTK Kanisius Kotabaru, Yogyakartathe names of
fruits for the first time.
7. Support
The word ‘support’has several definitions. The word ‘support’defines as
an activity, idea, belief or thought of someone that agrees with an idea, group, or
person, and usually to help other people to gain success (“support”). Additionally, the word‘support’can also define as an agreement with an idea, group or person.
In this study, the researcher defines the word ‘support’ as a belief or
thought of the researcher that agrees with an idea in designing the over-sized
Snake-Ladder game to support the students’ multiple intelligence to succeed in learning English vocabulary.
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CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter deals with the most important theories that serve as the basis
of this study to answer the problems. This chapter will be divided into two major
parts, namely the theoretical description and the theoretical framework.
A. Theoretical Description
In this part, the researcher presents the most important related theories.
The selection of theories focuses on instructional design model: Yaldens’
instructional design, theories of learning, young learner characteristics, teaching
vocabulary, and games for language teaching.
1. Instructional Design Model: Yalden’s Communicative Syllabus
In this study, the researcher needs an instructional design model to
organize the process of designing the over-sized Snake-Ladder game. Therefore,
the researcher considers several theories of instructional design by experts. After
considering such theories, the researcher chooses Yalden’s instructional model,
because it is relevant to the topic of this study.
a. Yalden’s Model: Communicative Syllabus
The model of instructional design is presented by Yalden (1987), known
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closely approximates an environment of real language use. In this communicative
syllabus, there are 7 (seven) stages which are defined as follows:
Figure 2.1The Elements of Yalden’s Instructional Design(Yalden, 1987)
1) Stage I
This stage is called needs survey part. Yalden (1987) notes that a needs
survey is an essential initial stage in the preparation of designing a
language-teaching program (p. 101). This stage helps the instructional designer to find out
more information and thereby to understand as much information as possible
about the learners prior to the beginning of the program in order to create realistic
and acceptable objectives. It means that the object of a needs survey is to gather as
much information as possible about the learners in any given situation and about
their purposes in studying the target language.
2) Stage II
The second stage of the communicative syllabus is the description of purpose.
In this stage, the designer has to clarify the purpose of the language program.
Selection/d evelopment of syllabus type
Production of a proto-syllabus Production of a pedagogical syllabus Developm ent and implemen tation of classroom procedure s Evaluat ion Description of purpose Needs survey
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Yalden (1987) emphasizes that this stage establishes the foundation for the major
decisions in which the language course designer faces when he or she goes to the
next stage (p. 105).
3) Stage III
In this stage, the designer makes a choice regarding the syllabus type which is
going to be implemented in the language-teaching program. Yalden (1987)
suggests combining various syllabus types, because there is no single model of
syllabus designs which is universally agreed upon (p. 108). The designer can
combine various syllabus types, ranging from a modification of existing structural
syllabuses to a completely learner-centered approach.
4) Stage IV
After completing stage I to III, the designer should describe the content of the
syllabus chosen in stage IV which is called the proto-syllabus. Yalden (1987)
notes that the content should include general notions as well as specific topics,
communicative functions, discourse and rhetorical skills, the variety of language,
role-sets, and communicative events (p. 138).
5) Stage V
The next stage is called pedagogical syllabus. In this stage, the designer
should provide a list of words and phrases, chosen as models of functions and
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describes that choosing and carrying out communicative activities of a wide
variety is the teacher’s role in this stage (p. 144).
6) Stage VI
This stage consists of two (2) major steps, namely the development of
classroom procedures and the teacher training. In this stage, the designer or the
teacher should make a selection of exercise types and teaching techniques, as well
as the preparation of lesson plans and weekly schedules. Moreover, in this stage,
Yalden (1987) says that there are some briefings or workshops on the principles,
the desired outcome of the language-teaching program, and the exploration of
teaching material (p. 89).
7) Stage VII
The last step of this communicative syllabus is the evaluation. In this stage,
the first evaluation that should be done is evaluating the students in the program.
Then, the teaching as well as the over-all design of the course should be assessed.
According to Yalden (1987), at last materials and teaching approaches should be
revised, if there is disagreement (p. 96).
2. Theories of Learning
In this section, the researcher would like to present several theories of
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and Howard Gardner. Those theories help the researcher to understand how
children learn, especially regarding the learning of a foreign language.
a. Jean Piaget: The Theory of the Cognitive
Piaget’s theory deals with children themselves. According to Piaget, children are active learners. Piaget explains that they learn everything from their
surroundings (as cited in Suyanto, 2007, p. 6). Then, they develop what they had
and interact with what they found. In the process of interaction, they do an action
in order to be able to solve a problem. Suyanto (2007) emphasizes that it is called
the process of learning (p. 6).
b. Lev Vygotsky: The Theory of the Socio-Cultural
Suyanto (2007) notes that the theory which is proposed byVygotsky
focuses on social factors (p. 7). Therefore, it calls socio-cultural theory. Suyanto
(2007c) adds that this theory shows social relationships which can help young
learners to use language faster. Additionally, Suyanto (2007c) emphasizes the
development of the language learning process occurs in a social context, for
example adults should communicate with children so that they use that language
in the community.
c. Jerome Bruner: The Theory of Discovery Learning and Scaffolding
According to Bruner, in the process of teaching a language to young
learners, the most important thing is to involve them actively in the process of
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emphasizes that this process is important because according to Bruner ‘true
learning comes through personal discovery’.
Additionally, Suyanto (2007c) describes that talking to young learners
while they are doing some activities in class is an effective verbal help for them.
Suyanto (2007c) calls it scaffolding which is used as the base of the teaching and
learning process. Also, Suyanto (2007d) adds that it is done routinely.
d. Howard Gardner: The Theory of Multiple Intelligences
Gardner (1983) notes a child with a high ‘intelligence’ has the ability to
solve problems, to find the answers to specific questions, and to learn new
material quickly and efficiently (p. 14). From this point of view, intelligence is a
general ability that is found in varying degrees in all individuals. He claims that
intelligence is the key to success in solving problems.
Regarding a traditional perspective of intelligence, Gardner (1983) states:
In a traditional view, intelligence is defined operationally as the ability to answer items on tests of intelligence. The inference from the test scores to some underlying ability is supported by statistical techniques that compares responses of subjects at different ages; the apparent correlation of these test scores across ages and across different tests corroborates the notion that the general faculty of intelligence, g, does not change much with age or with training or experience. It is an inborn attribute or faculty of individual (p. 16)
Richards and Rodgers (2001) note that traditional IQ tests measure only
logic and language, yet the brain has other equally important types of intelligence.
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of solving-problems and fashioning products in a context-rich and naturalistic
setting. Therefore, Richards and Rogers (2001) say that Gardner proposed a view
of natural human talents that is labeled the ‘Multiple Intelligences Model’. It is
one of learning style models that have been proposed in general education and
have subsequently been applied in language education. Gardner claims that his
view of intelligence(s) is culture-free and avoids the conceptual narrowness
associated with traditional models of intelligence.
Armstrong (2000) states that the concept of intelligence began to lose its
mystique and became a functional concept that can be seen at work in people’s
lives in a variety of ways (p. 1). Gardner divides their capabilities into eight
comprehensive categories or ‘intelligences’as follows:
1) Logical-Mathematical Intelligence
Logical-mathematical intelligence is to use numbers effectively and to reason
well. It can be looked when children are able to memorize abstract designs and
children are able to give logical reason in both ways inductively and deductively.
2) Visual-Spatial Intelligence
Visual-spatial intelligence is to perceive the visual-spatial world accurately
and to perform transformations on those perceptions. The example of this
intelligences is when children are easy to understand pictures and illustration than
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3) Linguistic Intelligence
Linguistic intelligence is to use words effectively, whether orally or in
writing. The example of this intelligence is when children are able to write better,
and it is easy for them to memorize names, places, and important dates.
4) Bodily-Kinesthetic Intelligence
Bodily-kinesthetic intelligence is to use one’s whole body to express ideas and feelings as well as the capability to use one’s hands to produce or transform
things. The examples of this intelligence are when children are good in making
artwork and children have good achievements in sports.
5) Naturalist Intelligence
Naturalist intelligence is to recognize and classify the numerous species - the
flora and fauna - of an individual’s environment. The examples of this intelligences are children love plants and animals and children love to observe and
note natural phenomena.
6) Musical Intelligence
Musical intelligence is to perceive, discriminate, transform, and express
musical forms. It can be looked when children love to play music instruments, and
it is easy for them to follow music rhythm.
7) Interpersonal Intelligence
Interpersonal intelligence is to perceive and make distinctions in the moods,
intention, motivation, and feeling of other people. The examples of this
intelligence are children have many friends, and children have good socialization
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8) Intrapersonal Intelligence
Intrapersonal is to act adaptively based on knowledge. It can be looked when
children show strong will and a freedom attitude.
3. Young Learner Characteristics
Suyanto (2007, p.16) describes that young learners are children about 5 to
7 years old. Suyanto (2007) states that the characteristics of young learners are
egocentric, imaginative, active, and self-centered person (p.16). They often adapt
what they learn to what they like to do. They have difficulties to differentiate
between abstract and concrete. They are interested in fun-things. They have short
time concentration and focus so that they get bored easily. They love everything
cheerful and colorful. They love to interact and talk about what they do. They are
active thinkers.
Additionally, Philips (1993) emphasizes that the characteristics of young
learners’ who are learninga foreign language:
They are more holistic learners, great mimics maker, unselfconscious, respond to the meaning underlying the language used and to language according to what it does or what they can do with it, and do not worry about individual words or sentences (p. 5).
Moreover, Foster (1959) describe that the characteristic of five-year-old
students are learning rapidly (p. 12). They want to find out about things and know
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taste, and smell of all sort of materials. Moreover, they investigate, examine, and
question things. They also desire to check their potency and show their ability.
Philips (1993) adds that kinds of activities that work well in foreign
language learning are games and songs with actions, total physical response
activities, tasks that involve coloring, cutting, and sticking, simple, repetitive
stories, and simple, repetitive speaking activities that have a clear communicative
value (p. 5).
The young learner characteristics which are presented above are relevant
for the nature of game. Therefore, in this study, the researcher designs a game as
medium for teaching English to the students of TK Kanisius Kotabaru, Yogyakarta, because it is suitable for young learner characteristics, such as the students’ interest in doing fun things (Suyanto,2007).
4. Teaching Vocabulary
Nation (1990) describes that vocabulary is an important element in
language learning (p. 2). Taylor (1990) also emphasizes that vocabulary is central
of language teaching and the learning process (p. ix). Additionally, Spender adds
how important vocabulary learning is in foreign language learning:
In order to live in the world, we must name it. Names are essential for the construction of reality for without name it is difficult to accept the existence of an object, an event, a feeling. Naming is the means whereby we attempt to order and structure the chaos and flux of existence which would otherwise be an undifferentiated mass. By assigning names, we require a pattern and a meaning which allows us to manipulate the world (as cited in Taylor, 1990, p. 1)
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Spender’s statement as cited in Taylor (1990) reminds the researcher how important the process of teaching vocabulary is. In TK Kanisius Kotabaru, Yogyakarta, vocabulary is also the central aspect of English language teaching and learning. The English teacher of TK Kanisius Kotabaru, Yogyakarta
introduces English vocabulary to the students in class A and class B. The English
teacher applies several supporting media such as songs, flashcards, stories, and
videos to teach English vocabulary.
a. Principle of Teaching Vocabulary
In teaching vocabulary, there are some considerations underlying the
process of teaching. Many theories talk about those considerations or as we call it,
principles. In this study, the researcher uses the theory of Nation about the
principles of teaching vocabulary (1990). According to him, there are three (3)
principles , namely 1) what vocabulary is needed by the learners, 2) how the
learners will learn, and 3) how to test what the learners still need to know and
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b. Strategies of Vocabulary Learning
Suyanto (2007) notes four (4) simple ways of learning vocabulary (p. 48).
Those four simple ways are illustrated as follows:
Figure 2.2 Simple Ways of Vocabulary Learning proposed by Suyanto (2007, p.48)
Philips notes that vocabulary needs to be taught in context and that
children should always be shown a range of possibilities to use the language that
they have learned in class (as cited in Suyanto, 2007, p. 47).
Additionally, Kurniasih suggests some techniques of teaching vocabulary
for young learners such as doing repetition, using pictures, showing realia, telling
stories, singing songs, and playing games (as cited in Witri, 2006, p. 9).
Suyanto (2007) states that there are four simple ways to learn English
vocabulary (p. 48). First, the English teacher pronounces new words clearly and
fluently using pictures or real objects (step of introducing). Second, the English
teacher gives examples (step of modeling). Then, the English teacher asks the
Introducing
The teacher introduces new words with right and clear pronunciation using pictures or real objects
Practicing
The teacher asks the students to repeat and practice it.
Modeling
The teacher gives examples and becomes the model.
Applying
The teacher helps the learners to apply the words in appropriate situation.
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kindergarten students for repeat and practice the word(s) (step of practicing). At
last, the English teacher helps the kindergarten students to apply the words to
appropriate situations (step of applying).
The researcher works on Suyanto’s four simple ways, because those ways
can help the researcher in the process of designing media to teach English
vocabulary. Thus, the research proposes an idea that can help the students to learn
vocabulary by enabling to learn actively, energetically, and enthusiastically
(Suyanto, 2007). More specifically, researcher designs a board game namely the
over-sized Snake-Ladder game as supporting media to teach English vocabulary
to the students ofTK Kanisius Kotabaru, Yogyakarta.
5. Game for English Language Teaching
Gerlach, Ely, and Melnick (1980) conclude that media are any person,
materials, or events that create conditions, which enable the learner to acquire
knowledge, skills, and attitudes (p. 241). Gerlach et al(1980) describe that media are used for grasping, processing, and reconstituting visual or verbal information
(p. 241). Moreover, Brown, Lewis, and Harcleroad (1977) state that media which
are represented by instructional technology are a systematic way of designing,
carrying out, and evaluating the total process of learning and teaching (p. 2).
Additionally, Brown et al (1977) emphasize that media are used to improve learning and teaching process, by permitting teachers and students to interact as
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Related to the theories above, the researcher uses media as supporting
tools in teaching English, because they improve the teaching and learning process,
and permit teachers and students to interact as human beings (Brown et al, 1977). In this study, the researcher designs a board game as supporting media to improve
the process of English vocabulary teaching.
a. Game as Real-Thing Media
Gerlach, Ely, and Melnick (1980) note that games are a special category of
media: real-things, a basic, operational model of a real-life situation that provides
students with explicit participation in a variety of roles and events (p. 380).
Gerlach et al (1980) also add that games for pupils can be used to raise the awareness of the subject being studied (p. 383). Moreover, Brown et al (1977) state that those activities motivate students to participate in wholesome
competition and productive learning, to practice skills, and to create decisions as
well as learning the consequences of them (p.292). Brown et al emphasize that games also provide opportunities for creative play, experiences of interpersonal
role-playing, and dramatizations that fulfill students’ interests and also
educational objectives (p.292). In addition, Wright, Betteridge, and Buckby
(2006) write that game as an activity which is entertaining and engaging, often
challenging. And also, an activity in which the learners play and usually interact
with others (p. 1).
b. The Reasons of Using Game
Many reasons come to our mind when we talk about why we use a game
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language learning can increase the motivation of students, help the socialization
process of students, clarify confusing concepts, and integrate students of different
ability levels (p. xxii). Moreover, Wright, Betteridge, and Buckby (2006) present
four reasons why using games in language learning is important and useful. Those
reasons are 1) games help and encourage many learners to carry on their interest
and effort in language learning, even though language learning is hard work, 2)
games that help the teacher to create contexts in which the language is useful and
meaningful provide one way of helping the learners to experience language rather
than study it, 3), games provide the key features of drill plus the opportunity to
sense the working of language as living communication by making language
convey information and opinion, 4) games must be regarded as central to a
language teacher’s list and not only as away of passing the time (p.2).
c. Advantages of Using Game
Gerlach et al. (1980) describe that the advantages of using games in language learning process (p. 382). Those advantages are 1) to assist the students
to solve problems in which they are intimately involved, 2) to give the students
satisfaction when they sense a new insight such as new ideas and concepts are
formulated, 3) to place the students in a more realistic environment than in any
other form of learning (except when the actual experience occurs), 4) to create
realistic simulated environments, and 5) to generate a high degree of interest
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d. Language Games for English Language Teaching
Wrightet al(2006) note that even though games help and encourage many learners to carry on their interest and effort in language teaching (p.2), English
teacher needs a suitable game. Language game is the suitable game to help and
encourage the process of language teaching and learning. Lewis and Bedson
(1999) note that language games as activities have a visible set of rules to guide
the children’s actions, and an element of strategy—children must successfully apply their language and other skills (p.5). Lewis and Bedson (1999, p.5) add that
language games are also task-based in which English is a tool for the children to
reach a goal that is not directly language related. Lewis and Bedson (2003) state
that language games are also healthy challenge to a child’s analytical thought (p. 6). Moreover, Lewis and Bedson emphasize that the key to a successful language
game is that these rules are clear, and then, the ultimate goal is well defined. (p. 6)
e. Constructing a Language Game
Bell and Wieckert (1985) conclude that there are eleven (11) steps to
construct a game (p. xix) as follows:
1) Develop the theme
This step is the starting point. It should be where the need is the greatest. The
designer should assess the curriculum to determine that need.
2) Determine the purpose
The designer should write some statements that clearly define the purpose and
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3) Determine the grade level
The designer should modify the game so that the skills and the information to
be learned match the range of abilities in the classroom.
4) Determine the number of players
This step is going to affect the format, the type of materials to be used, and
the procedure. Therefore, the designer needs to take into consideration how many
students meet at one time.
5) Determine the format
The design of the game will depend on the purposes, the needs, and the
abilities of the students. Therefore, there are three formats of games which are
board games, card games, and role-plays.
6) Determine the method of checking
The designer should consider the method of checking to the designed game.
A Media specialist can be one of the alternatives.
7) Design and gather the materials
The designer should take into consideration what materials are needed for the
actual game construction. The materials should allow a specific relationship to
the established theme and/or purpose and should be attractive, functional, and
consist of long-lasting materials.
8) Define the players’ role
The designer should describe the players’ roles. The designer also explains the resources available to the players.
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9) Decide upon the procedure and time
The designer should be exact about how the game is to be played. The
designer should make the rules clear.
10) Trial run
The designer or the teacher should play the game to see if problems arise. A
small group is the best choice for this step.
11) Evaluation
The designer should conduct an evaluation such as a post-game discussion.
The designer should begin the discussion with concrete and unthreatening
questions.
Language game makes the process of teaching and learning process possible
for the students of TK Kanisius Kotabaru, Yogyakarta to acquire knowledge, ability, and mind-set (Gerlachet al, 1980). Gerlach et al(1980) add that language games as the media are the ways to reach a goal (p. 241). Moreover, multiple
intelligences generally are the abilities found in children that help them to solve
problems, to find the answers to specific questions, and to learn new material
quickly and efficiently (Garnder, 1983).
In this research, the relationship between language game and multiple
intelligences is that language game help each the students to develop their
intelligences. Then again, the development of their intelligences helps them to
learn new material.
In this study, the researcher proposes the over-sized Snake-Ladder game as
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students’ multiple intelligences. The development of their multiple intelligences
helps them to learn names of the fruits. Additionally, the researcher designs the
over-sized Snake-Ladder game, because it is suitable for the students’
characteristics, such as the students were interested in fun things (Suyanto, 2007).
f. Snake-Ladder Game
Lewis et al(1999) note that there are many different types of games such as card games, board games, movement games, and role-play games (p. 16).
Lewis et al (1999) define a board game as any game which mainly involves moving markers along a path (p. 17). Campbellet al(1996) add that board games
can often set fire to students’ enthusiasm of learning (p. 115). Campbell et al
(1966) emphasize that board games are games with movable pieces and often
challenge a player’s foresight and imagination as well as exercise memory skill
and visual-spatial intelligence (p. 115). Lee (1986) states that the Snake-Ladder
game is one game out of a range of board games (p. 166). Lee (1986b) notes that
the Snake and Ladders game is played in a small group. Lee (1986) also explains
that the rules of playing the Snake and Ladders game are that each player throws a
dice and moves his or her counter or button along a line, counting aloud (p. 167).
Lee adds that whenever a player’s throw brings him or her to a snake’s head, he or
she is swallowed and has to go back, whereas whenever it brings him or her to the
foot of a ladder, he or she climb it up. The goal is to reach the finish line as the
first of all players, which means you have to go up as quickly as possible.
According to Faruq (2007), a snake-ladder game is one of board games
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(2007) adds that the snake-ladder game can be used to introduce numbers and
words to the students (p. 70). He adds that the teacher and the students can design
it together. Moreover, Faruq (2007) notes several considerations in designing the
snake-ladder game which are enough and clear pictures, understandable picture
for pupils, nice and funny pictures. Moreover, it needs enough space to play it (p.
70).
The researcher uses the over-sized Snake-Ladder game as the medium in
teaching English in TK Kanisius Kotabaru, Yogyakarta. The researcher chooses the over-sized Snake-Ladder game, because board games such as snake-ladder
games can often raise thepupils’ enthusiasm oflearning and challenge thepupils’
foresight and imagination as well as exercise memory skill and visual spatial
intelligence (Campbell et al, 1996). This game also covers bodily-kinesthetic intelligence of pupils (Faruq, 2007). Moreover, the researcher designs the
over-sized Snake-Ladder game can cover several multiple intelligences of students
such as linguistic, visual-spatial, logical-mathematical, bodily-kinesthetic,
intrapersonal, and interpersonal.
B. Theoretical Framework
In this study the researcher addresses two objectives. The first objective is
to design the over-sized Snake-Ladder game to introduce English vocabulary in
support of the development of multiple intelligences among kindergarten students.
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on those research objectives, the researcher employs several theories as basis to
reach those objectives.
The first objective is to design the over-sized Snake-Ladder game to
introduce English vocabulary in support of the development of multiple
intelligences among kindergarten students. The researcher considers the theory proposed by Campbell et al. (1996) that board games can set fire to students’
enthusiasm of learning. Additionally, games with movable pieces often challenge
a player’s foresight and imagination as well as exercise memory skill and visual -spatial intelligence (Campbell et al, 1996). The researcher also pays attention to theory proposed by Suyanto (2007) about young learner characteristics i.e. young
learners’ love everything cheerful and colorful; especially they are interested in doing fun things (p. 16). Therefore, the researcher chooses a board game, namely
the Snake-Ladder game as medium to teach English. Next, the researcher needs to
change the Snake-Ladder game into an educational game to be used as medium to
teach vocabulary. The researcher uses the theory proposed by Bell and Wieckert
(1985) about how to construct games (p. xix). Those eleven steps of constructing
games are integrated with the rules of playing the over-sized Snake-Ladder game
throughout the following steps:
1. Develop the theme
The researcher develops the theme of the game based on the English teacher
guideline of TK Kanisius Kotabaru, Yogyakarta. Since the over-sized Snake-Ladder game is designed as medium in teaching English, the theme should be
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close to the students’ world. Therefore, the researcher takes names of fruits as the theme of the over-sized Snake-Ladder game.
2. Determine the purpose
The researcher decides the purpose of the over-sized Snake-Ladder game.
The purpose of this game is to introduce names of fruits to pupils of TK Kanisius Kotabaru, Yogyakarta. Additionally, it aims to develop Gardner`s Multiple Intelligences.
3. Determine the grade level
Since the over-sized Snake-Ladder game is created as supporting medium to
teach English, the grade level of the game is for class B of TK Kanisius Kotabaru, Yogyakarta. Additionally, the difficulty of playing this game is adjusted to the skills and the materials which are stated in the game instruction.
4. Determine the number of players
Since the over-sized Snake-Ladder game is implemented in the process of
teaching English vocabulary, all students in class B of TK Kanisius Kotabaru, Yogyakarta should be involved in playing this game. However, students should play and gather in a small group.
5. Determine the format
The researcher chooses the Snake-Ladder game as the format of supporting
media to teach English vocabulary to the students of TK Kanisius Kotabaru, Yogyakarta.The researcher chooses the Snake-Ladder game because it can cover the purposes, the needs, and the abilities of the students.
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6. Determine the method of checking
The researcher finds a method of checking to the outcome of the game. In this
study, the researcher asks a media specialist for check the designed game.
7. Design and gather the materials
The researcher gathers material for the game construction. The researcher
considers several appropriate materials to design the over-sized Snake-Ladder
game. The researcher chooses attractive material, functional material, safe
material, and long-lasting material to design the over-sized Snake-Ladder game.
8. Define the players’ role
The researcher describes the roles of the students of TK Kanisius Kotabaru, Yogyakarta as the tokens and the players of the over-sized Snake-Ladder game. The description of the players` roles is stated in the game instruction.
9. Decide upon the procedure and time
The researcher makes brief rules of playing the over-sized Snake-Ladder
game clear. The rules include the time frame to play the game.
10. Trial game
The researcher asks the English teacher of TK Kanisius Kotabaru, Yogyakarta, an English practitioner, and the English lecturer of Sanata Dharma University for validate the game first to see if there are mistakes and or problems.
The researcher additionally provides a questionnaire to validate the over-sized
Snake-Ladder game.
Then the researcher conducts a trial game to the designed game. The
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11. Evaluation
The researcher revises the over-sized Snake-Ladder game based on the
suggestions of the experts’ validation from the English teacher of TK Kanisius Kotabaru, Yogyakarta,an English practitioner, and the English lecturer of Sanata Dharma University. Morover, the results of the trial game also become the
important considerations to revise the designed game.
The second objective is to present the design of the over-sized
Snake-Ladder game.In this study, the researcher adapts some basic concepts of Snake-Ladder games such as the layout of the game and the dice as the additional tool.
The rules of playing the over-sized Snake-Ladder game are similar to other
Snake-Ladder games. A snake’s head isto go down, while the foot of ladder is to go up (Lee, 1986). However, the content of the over-sized Snake-Ladder game is
integrated with the guidelines of the English teacher of TK Kanisius Kotabaru, Yogyakarta.
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35 CHAPTER III METHODOLOGY
This chapter provides a more detailed explanation of the methodology
which was implemented in this research to find answers to the problems stated in
the first chapter. The chapter consists of six parts, namely research method,
research setting, research participants, instruments and data gathering technique,
data analysis technique, and research procedure.
A. Research Method
In this study, the researcher applied Research and Development (R&D) as
method to answer two questions in problem formulation, which are (1) how to
design the over-sized Snake-Ladder game to introduce English vocabulary to
support the development of multiple intelligences among kindergarten students,
(2) how the design of the over-sized Snake-Ladder game.
According to Borg and Gall (1983), R&D is a process used to develop and
validate educational products (p. 772). It called R&D cycle (Borg & Gall, 1983).
The researcher focused on two (2) important aspects of R&D namely the
development and validation of an educational product. The product itself means
both material objects, such as textbooks and instructional films, as well as
immaterial objects, i.e. the method of teaching and the method to organize
instruction (Borg and Gall, 1983). In this study, the product referred to an
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because the cycle of R&D matched to the steps of designing an over-sized
Snake-Ladder game as explained in the theoretical framework of Chapter 2.
Additionally, Borg and Gall (1983) state that there are ten steps in the
R&D cycle (p. 775). These are research and information collecting, planning,
developing preliminary form of product, preliminary field-testing, main product
revision, main field-testing, operational product revision, operational field-testing,
final product revision, and dissemination and implementation. The following
figure is the illustration of the R&D cycle:
Figure 3.1 The Ten Steps of R & D Cycle
I Research and information collecting II Planning VI Main field testing IV Preliminary field testing VII Operational product revision III Developing preliminary form of product V Main product revision VIII Operational field testing IX Final product revision X Dissemination and implementation
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Nevertheless, the researcher did not apply the whole steps of the R&D
cycle. In this study, the researcher only applied step one through step five,
because those steps fitted to the researcher’s steps of designing the over-sized Snake-Ladder game. Therefore, the researcher adopted the modified R&D cycle
which consisted of five main steps of the original R&D cycle. Those five main
steps were conducted in this study as follows:
1. Research and Information Collecting
The researcher divided this step into the following parts:
a. Needs survey
In this part, the researcher conducted class observation and an interview
with the English teacher of TK Kanisius Kotabaru, Yogyakarta.The need surveys were used to find out more about the students’ needs and interest in learning
English. Moreover, the supporting media were already used to teach and learn
English such as singing songs, telling stories, and watching videos
b. Library research
The researcher found several theories which were supported the design of
the over-sized Snake-Ladder game. Those theories consisted of teaching
vocabulary, designing a game, teaching and learning through Multiple
Intelligences, and talking about young learners’Characteristics.
2. Planning
In this step, the researcher adopted the theory proposed by Bell and
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steps of their R&D cycle. The researcher also considered the analysis of students’
needs to construct the over-sized Snake-Ladder game.
3. Developing a Preliminary Form of the Product
In this step, the researcher was more focused on the technical of designing
the game. The researcher used her skill of using Corel Draw software to make the
design of the over-sized Snake-Ladder game. Moreover, the researcher also made
the teacher’s handbook as the manual instruction of the designed game.
4. Preliminary Field Testing
In this step, the researcher adopted step 10 of Bell and Wieckert’s theory
(1985). The researcher asked the English teacher of TK Kanisius Kotabaru, Yogyakarta, an English practitioner, and the English lecturer of Sanata Dharma University to validate the over-sized Snake-Ladder game. The researcher provided
a questionnaire to facilitate this step.
5. Main Product Revision
In this step, the researcher adapted the last step of Bell and Wieckert’s
theory (1985). The researcher revised the over-sized Snake-Ladder game after
considered some suggestion derived the from preliminary field-testing.
The researcher integrated the modified R&D cycle (Borg & Gall, 1983),
Yalden’s communicative syllabus (1987), and the Bell and Wieckert’s theory of
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Figure 3.2 The ModifiedR&D Cycle, Yalden’s Communicative Syllabus (Yalden, 1987)
and Bell and Wieckert’s Theory of Constructing Game(1985)
I Research and Information Collecting II Planning III
Development of a Preliminary Form of the Product
IV
Preliminary Field Test
V
Main Product Revision
I
Developing the Theme
II
Determining the Purpose III
Determining the Grade Level IV
Determining the Number of Players V
Determining the Format VI
Determining the Method of Assessment VII
Designing and gathering the material VIII
Defining the Players’ Role IX
Decision regarding the Procedure and Time
X Trial Run Revision NEEDS SURVEY: conducting interview and class observation Designing model of giant Snake-Ladder game Experts’ validation Library research
Developing the planning step
Creating teacher’s handbook of playing giant Snake-Ladder game
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B. Research Setting
This research was conducted in TK Kanisius Kotabaru, Yogyakarta from October 2012 to January 2013.
C. Research Participants
There were two groups of participants involved in this research: First, the
participants were involved in needs survey. And second, the participants were
participated in the validation process.
1. The Participants of the Needs Survey
To design the over-sized Snake-Ladder game, the researcher first gathered
some information by conducting an interview with the English teacher of TK Kanisius Kotabaru, Yogyakarta and by making field notes during the class observation. The participants of the class observation in class B of TK Kanisius Kotabaru, Yogyakarta are between five to six years old. The researcher observed the process of teaching and learning. The researcher took notes of everything that
happened in the process such as setting up the process, the teaching method, the
students’ characteristics, and the class management. The researcher wrote down everything in the form of field notes. Those field notes were provided in the
appendix C.
2. The Participants in theExperts’ Validation
The researcher involved the English teacher of TK Kanisius Kotabaru, Yogyakarta, the English lecturer of Sanata Dharma University, and the English
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practitioner at kindergarten international school in the validation process of the
designed game. All of them have an educational background regarding young
learner education for either the bachelor or the master degree.
3. The Participant of Trial Game Evaluation
The researcher distributed a questionnaire as same as the experts’
validation. The participant is the English teacher of TK Kanisius Kotabaru, Yogyakarta.It was used to evaluate the process of trial game.
D. Instruments and Data Gathering Techniques
To gather the data, the researcher used three instruments, namely
interview, field notes, and questionnaires. A deeper description of these
instruments could be found in the following sections:
1. Interview
Ary et al. (2002) states that interviews are used to gather data on a
subject’s opinions, beliefs, and feelings about the situation in their own words (p.434). In this study, interviews were used to gather data from the English
teacher of TK Kanisius Kotabaru, Yogyakarta. The researcher interviewed the English teacher to gather more information about the English teaching and
learning process in class B. The questions of the interview covered some areas
such as what topics should be taught in class, what kinds of vocabulary should be
used and taught in class, and what kinds of media have been used to support the
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The researcher interviewed the English teacher in Bahasa Indonesia so that it would be easier for the English teacher to answer the questions more
accurately. The researcher provided an interview guideline to keep the interview
going and to focus on the topic that should be discussed. The researcher recorded
the interview in order to have all information protected. Moreover, the questions
involved the5W + 1Hmethod such as the questions of What, Where, When, Who, Why, and How(see appendix B).
2. Field Notes
The second instrument of this research was field notes. Field notes were
brief notes which were made during the observation. Afterward, the researcher
develops his or her reports of the observation (Ary et al,2002, p. 430). Ary et al.
states that field notes have two components (p.430) as follows:
a. The descriptive part consists of the description of the setting, the people, their
reactions and interpersonal relationships, and a report about the research
(who, when, what was done).
b. The reflective part consists of the observer’s personal feelings about the
research, comments on the research method, decisions and problems, a record
of ethical issues, and speculations about the data analysis.
Moreover, Ary et al (2002) notes that field notes should include photographs and audio and video recordings as supporting data (p. 430).
In this research, field notes as the instruments were mainly used by the
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the overall process of English teaching and learning, both the descriptive and the
reflective part (see appendix C).
3. Questionnaire
Elliot states thata questionnaire is a list of questions that asks for people’s
opinion (as cited in Widyasarastri, 2010, p.41). Additionally, Aryet al notes that there are two types of questionnaires, namely the structured or closed form and
the unstructured or open form (as cited in Widyasarastri, 2010, p.41).
In this study, the researcher used both types of questions. Open-ended and
closed-ended questions were combined in the questionnaire. To validate the
over-sized Snake-Ladder game, the researcher provided a questionnaire for the English
teacher of TK Kanisius Kotabaru, Yogyakarta, the English lecturer of Sanata Dharma University, and the English practitioner at kindergarten international
school (see appendix D).
E. Data Gathering Techniques
In this study, the researcher obtained the data from two main sources.
First, the researcher conducted interviews and class observations. The researcher
interviewed the English teacher of TK Kanisius Kotabaru, Yogyakarta to gather the data about the teaching and learning processes, the students’ characteristics,
the materials, the students’ assessment, the methods, and the media. The observation of grade B of TK Kanisius Kotabaru, Yogyakarta focused on gathering deeper information about the students’ characteristics, the processes, and the facilitation practices ofTK Kanisius Kotabaru, Yogyakartathat were held
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to improve the teaching and learning activities. Second, the researcher found
several theories from books relevant to this study. The most important theories
concerned on teaching vocabulary, Theories of Learning, Instructional Media,
Multiple Intelligences, and Young Learner Characteristics.
Furthermore, after research and information collecting and planning step
were done, the researcher provided a questionnaire for the English teacher of TK
Kanisius Kotabaru, Yogyakarta, the English lecturer of Sanata Dharma
University, and the English practitioner in kindergarten international school to
validate the designed game. In the questionnaire, both open and closed-ended
questions were used.
F. Data Analysis Technique
First, the researcher held class observations to find out more about the
students’ characteristics, the students’ interests, the students’ needs. The researcher made field notes to gather the data.
Second, the researcher conducted an interview with the English teacher of
TK Kanisius Kotabaru, Yogyakarta. The interview questions were designed to gather data about the suitable game to teach the students of TK Kanisius Kotabaru, Yogyakarta. The researcher analyzed the data and then, presented the data into a descriptive analysis.
Third, the researcher provided a questionnaire for the English teacher of
TK Kanisius Kotabaru, Yogyakarta, the English lecturer of Sanata Dharma University, and the English practitioner in kindergarten international school. The
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over-sized Snake-Ladder game. The researcher analyzed the data of the
questionnaire in two ways. First, the researcher used the degree of agreement
scale in the questionnaire. The description of the degree of agreement could be
found in the table below:
Table 3.1 Points of Agreement
Points of Agreement Score
Strongly Disagree 1
Disagree 2
Neither agree nor disagree 3
Agree 4
Strongly Disagree 5
The final score for the degree of agreements was calculated by using the
central tendency of the single scores. The formula to get the mean value was the
sum of the scores divided by the number of respondents. The formula to calculate
the mean value could be illustrated as follows:
Figure 3.3 The Formula of Central Tendency
M= Mean
∑= the sum of the scores
x= single scores
n= the number of respondents
∑x
M =
(1)
(2)
Children roll the dice
Children jump from one path to other path
Children play the over-sized Snake-Ladder game
Children dohom pim pato divide groups
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Wanasti, Elisabeth Yudisteria. 2013. An Over-Sized Snake-Ladder Game to Introduce English Vocabulary to Support The Development of Multiple Intelligences among Kindergarten Students. Yogyakarta: English Language Education Study Program, Sanata Dharma University.
TK Kanisius Kotabaru Yogyarta is one of private kindergartens in Yogyakarta which provides English is taught as regular subject for 30 minutes per week. A lack of supporting media and a lack of English teacher became the problems.
This research was set to design an over-sized Snake-Ladder game to introduce English vocabulary to support the development of multiple intelligences (MI) among kindergarten students. Therefore, the researcher formulated two questions (1) how is an over-sized Snake-Ladder game designed? (2) What does an over-sized Snake-Ladder game look like?
To answer those questions, the researcher implemented Research and Development (R&D) method which was first introduced by Borg and Gall (1983).This R&D method was integrated with eleven steps of constructing game as proposed by Bell and Wieckert (1985). In this research, the researcher provided three instruments to gather the data such as interview, field notes, and questionnaire. The researcher integrated R&D method with eleven steps of constructing games into research information collecting, planning, developing a preliminary form of product, preliminary field testing, and main product revision. In research information collecting, the researcher conducted a need survey and library research. To determine themes, objectives, grade level, numbers of players,
format of game, method of checking, material, player’s roles, and procedure and
time allocation were done in planning stage. The researcher compiled, analyzed, and developed all the data in stage of developing a preliminary product. In
preliminary field testing, the researcher conducted experts’ validation and field
testing toward the whole designed game. In main product revision, the researcher considered and developed suggestions and evaluation in preliminary field testing step to revise the designed game.
The researcher developed an over-sized Snake-Ladder game. The researcher expected this designed game became interesting and functional learning aids for kindergarten students such as huge and colorful board and dice. This designed game was expected to be effective and efficient learning aids to introduce English vocabulary to kindergarten students. Moreover, this designed game can support the development of multiple intelligences among kindergarten students.
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ABSTRAK
Wanasti, Elisabeth Yudisteria. 2013. An Over-Sized Snake-Ladder Game to Introduce English Vocabulary to Support the Development of Multiple Intelligences among Kindergarten Students. Yogyakarta: Pendidikan Bahasa Inggris, Universitas Sanata Dharma.
TK Kanisius Kotabaru Yogyakarta merupakan salah satu sekolah taman kanak-kanak swasta yang mengajarkan Bahasa Inggris sebagai salah satu mata pelajaran wajib dengan alokasi waktu 30 menit per minggu. Minimnya media pembelajaran dan kurangnya sumber daya manusia menjadi acuan penulis untuk membuat sebuah penelitian.
Penelitian ini bertujuan untuk mendesain sebuah permainan ular tangga raksasa untuk memperkenalkan kosa kata Bahasa Inggris sekaligus mendukung perkembangan kecerdasan majemuk anak-anak TK. Oleh karena itu, peneliti merumuskan dua pertanyaan, yaitu (1) bagaimanakah sebuah permainan ular tangga raksasa tersebut dirancang? (2) bagaimanakah bentuk permainan yang sudah dirancang tersebut?
Untuk menjawab kedua pertanyaan tersebut, peneliti menerapkan metode Penelitian dan Pengembangan (R&D) yang pertama kalinya diperkenalkan oleh Borg dan Gall (1983). Metode penelitian dan pengembangan (R&D) ini, kemudian diintegrasikan dengan sebelas tahap perancangan sebuah games yang dikembangkan oleh Bell dan Wieckert (1985). Dalam penelitian ini, interview, catatan lapangan, dan kuisioner menjadi tiga instrumen utama untuk mengumpulkan data baik di tahap observasi maupun validasi. Kelima langkah dalam penelitian dan pengembangan (R&D) diintegrasikan ke sebelas tahap perancangan sebuah permainan, yaitu pengumpulan informasi penelitian, perencanaan sebuah permainan, pengembangan bentuk awal dari sebuah permainan, pengujian tahap awal, dan revisi utama sebuah permainan.
Peneliti mengembangkan permainan ular tangga sebagai sebuah media pembelajaran yang menarik dan fungsional untuk anak-anak TK, misalnya papan permainan dan dadu yang besar dan warna-warni. Permainan ular tangga ini diharapkan menjadi media pembelajaran yang efektif dan efisien untuk mengenalkan kosakata baru ke anak-anak. Permainan ular tangga yang didesain ini juga diharapkan mampu melatih dan mengembangkan kecerdasan majemuk dalam setiap anak.