The Improvement Of Student’s Ability In Mastering Vocabulary By Using A Guessing Game Technique In Sdn 067690 Medan

THE IMPROVEMENT OF STUDENT’S ABILITY IN MASTERING
VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN
067690 MEDAN

A THESIS

BY
FACHRUNI ADLIA Z
REG. NO. 110705008

DEPARTMENT OF ENGLISH
FACULTY OF CULTURAL STUDIES
UNIVERSITY OF SUMATERA UTARA
MEDAN
2016

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Universitas Sumatera Utara

THE IMPROVEMENT OF STUDENT’S ABILITY IN MASTERING

VOCABULARY BY USING A GUESSING GAME TECHNIQUE IN SDN
067690 MEDAN

A THESIS
BY
FACHRUNI ADLIA Z
REG. NO. 110705008

SUPERVISOR

CO-SUPERVISOR

Drs. Yulianus Harefa, MEd TESOL

Dr. Hj. Nilzami Raswief, M. Hum
NIP. 195103131974122001

NIP. 196107031986011001

Submitted to Faculty of Cultural Studies University of Sumatra Utara Medan in

partial fulfillment of the requirements for the degree of Sarjana Sastra from
Department of English

DEPARTMENT OF ENGLISH
FACULTY OF CULTURAL STUDIES
UNIVERSITY OF SUMATERA UTARA
MEDAN
2016
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Universitas Sumatera Utara

Approved by the Department of English, Faculty of Cultural Studies University
of Sumatra Utara (USU) Medan as thesis for the Sarjana Sastra Examination.

Head,

Dr. H. Muhizar Muchtar, MS.
NIP. 19541117 198003 1 002


Secretary,

Rahmadsyah Rangkuti, M.A., Ph.D.
NIP. 19750209 200812 1 002

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Universitas Sumatera Utara

Accepted by the Board of Examiners in partial fulfillment of requirements for
the degree of Sarjana Sastra from the Department of English, Faculty of
Cultural Studies University of Sumatra Utara, Medan.

The examination is held in Department of English Faculty of Cultural Studies
University of Sumatra Utara on Thursday February 18th, 2016

Dean of Faculty of Cultural Studies
University of Sumatra Utara

Dr. H. Syahron Lubis, MA

NIP. 19511013 197603 1 001

Board of Examiners

Dr. H. Muhizar Muchtar, M
Rahmadsyah Rangkuti, M.A., Ph.D
Dr. Hj. Nilzami Raswief, M. Hum
Dr. Hj. Deliana, M. Hum
Dr. Hj. Masdiana Lubis, M. Hum

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. ..............................................
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AUTHOR’S DECLARATION

I, FACHRUNI ADLIA Z, DECLARE THAT I AM THE SOLE AUTHOR OF
THIS THESIS EXCEPT WHERE REFERENCE IS MADE IN THE TEXT OF
THIS THESIS. THIS THESIS CONTAINS NO MATERIAL. PUBLISHED
ELSEWHERE OR EXTRACTED IN WHOLE OR IN PART FROM A
THESIS BY WHICH I HAVE QUALIFIED FOR OR AWARDED ANOTHER
DEGREE. NO OTHER PERSON’S WORK HAS BEEN USED WITHOUT
DUE ACKNOWLEDGEMENTS IN THE MAIN TEXT OF THIS THESIS.
THIS THESIS HAS NOT BEEN SUBMITTED FOR THE AWARD OF
ANOTHER DEGREE IN ANY TERTIARY EDUCATION.

Signed

:

Date

: February 18th, 2016


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Universitas Sumatera Utara

COPYRIGHT DECLARATION

NAME

: FACHRUNI ADLIA Z

TITLE OF THESIS : THE IMPROVEMENT OF STUDENT’S ABILITY IN
MASTERING VOCABULARY BY USING A
GUESSING GAME TECHNIQUE IN SDN 067690
MEDAN
QUALIFICATION

: S-1/SARJANA SASTRA

DEPARTMENT


: ENGLISH

I AM WILLING THAT MY THESIS SHOULD BE AVAILABLE FOR
REPRODUCTION

AT THE DISCRETION OF THE LIBRARIAN OF

DEPARTMENT OF ENGLISH, FACULTY OF CULTURAL STUDIES,
UNIVERSITY OF SUMATERA UTARA ON THE UNDERSTANDING THAT
USERS ARE MADE AWARE OF THEIR OBLIGATION UNDER THE LAW
OF THE REPUBLIC OF INDONESIA.

Signed

:

Date

: February 18th, 2016


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Universitas Sumatera Utara

ACKNOWLEDGEMENT

I am so grateful for all those who have contributed in completion of this
thesis. Firstly, I want to express my greatest thanks to Allah SWT, for His loves,
mercy, and blessings because of Him I can accomplish this thesis.
I am so grateful to Dr. Syahron Lubis, M. A., the Dean of Faculty of
Cultural Studies, Dr. H. Muhizar Muchtar, M. S., the Head of Department of
Englih, Rahmadsyah Rangkuti, M.A., Ph.D., as Secretary of Department of
English, University of Sumatera Utara. Thanks for all facilities that has been given to
me during my study period.
My sincere thanks also to my supervisor, Dr. Nilzami Raswief, M. Hum and
my co-supervisor Drs. Yulianus Harefa, MEd TESOL who have devoted times to
share their ideas, corrected the mistakes in my writing, and many others. I am so
thankful to both of them in giving more their contribution in accomplishing my
thesis.
Furthermore, my heartful thanks go to Hj. Deli Kesuma, S.Pd, M.Si as a

Headmaster of SDN 067690 Medan who has allowed the writer to do a research in
the school. And special appreciation to Suci Dirma Ayu, S.Pd as English teacher in
the school who has given her time to share some ideas and help during the research.
The deepest gratitude to my parents, Zulfadli Harpin (alm) and Nuraida, you
are always in my heart as my motivation. A big hug for my brother, Atma Pratama,

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my cousins, Cutek, Kak Ayu and all of my family who always be my motivation. I
love you so much guys. I am so proud to have you in my life.
Special thanks also go to my lovely friends, Mama Armen, Bunda Poniman,
Mimi Kasem, Ima Korang Tanjung Bale, Nande Ayak, Verina, Anggi Purba, Buntel,
Hafsah, Rissa, Afak, Prayog, Ridho Kuzunoha, Sinta, Habil, Elvi, Kitin, Emak Evi,
Dewi, DJ, Maya S, Vivi, Hanna, Anna, Sola, Nova, Karina, Ririn, Febby, Aprizal,
Ridwan, Maya A, Mahdi, Naldi, Mail, and much more. And all of my friends that I
can’t mention one by one, thanks for spending our amazing times together and give a
cheerfulness in my life..
Last but not least, there is no perfection in writing of this thesis, however, I

would expect suggestions and comments from the readers for the betterment of this
thesis. And I hope this research will be useful as a reference especially for classroom
action research about English education.

Medan, February 18th, 2016

FACHRUNI ADLIA Z
No.Reg:110705008

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Universitas Sumatera Utara

ABSTRAK

Skripsi yang berjudul “ THE IMPROVEMENT OF STUDENT’S ABILITY IN
MASTERING

VOCABULARY


BY

USING

A

GUESSING

GAME

TECHNIQUE IN SDN 067690 MEDAN” merupakan suatu penelitian untuk
mengetahui tentang peningkatan kemampuan siswa dalam menguasai kosa kata
Bahasa Inggris. Dalam penelitian ini, peneliti menggunakan sebuah teknik, yaitu
teknik permainan tebak-tebakan. Dimana siswa mengambil peran di dalam
permainan tersebut. Seperti yang kita tahu, bahwa siswa sekolah dasar sangat suka
bermain. Sehingga peneliti menggabungkan teknik belajar dengan permainan.
Melalui teknik ini, siswa dapat lebih termotivasi di dalam belajar bahasa Inggris.
Dalam mengerjakan skripsi ini, peneliti menggunakan sebuah metode (Penelitian
Tindakan Kelas), yang mengambil data dari hasil uji tes pada sesi I dan sesi 2. Dan
dituliskan ke dalam bentuk data kualitatif dan kuantitatif. Peneliti mengambil satu
kelas VA sebagai objek penelitian yang terdiri dari 34 siswa.
Hasil dari penelitian ini menunjukkan bahwa ada peningkatan penguasaan
kosa kata bahasa Inggris pada siswa melalui penggunaan teknik permainan tebakan.
Hal tersebut dapat dilihat melalui hasil nilai rata-rata siswa. Pada sesi I, 70.74 dan
meningkat menjadi 82.65 pada sesi II.

Kata kunci: Peningkatan kemampuan siswa, Penguasaan kosa kata, Teknik
Permainan Tebakan.

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ABSTRACT

This thesis entitled “ THE IMPROVEMENT OF STUDENT’S ABILITY IN
MASTERING

VOCABULARY

BY

USING

A

GUESSING

GAME

TECHNIQUE IN SDN 067690 MEDAN” is a research to know about the
improvement of students’ ability in mastering vocabulary of English. In this research,
the researcher use a technique, guessing game where the students take a role exactly
in that game. As we know that elementary students love to play games. So that, the
researcher combine between study method and games. Through this technique,
students can be more motivated in learning English. In this thesis, the researcher
uses a method (Classroom Action Research), that take the data from a result of test in
Cycle I and Cycle II. And the results is written in qualitative and quantitative data
form. The researcher took one class VA as an object of this research that consist of
34 students. The results of this research has shown that there are improvements in
student’s vocabularies mastery by using guessing game. It shows by the result of
mean score of students. In cycle I, 70.74 and be increase 82.65 in cycle II.

Keywords: Improvement of ability, Vocabulary Mastery, Guessing Game Technique.

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TABLE OF CONTENTS

AUTHOR’S DECLARATION ................................................................................ v
COPYRIGHT DECLARATION ........................................................................... vi
ACKNOWLEDGEMENT ...................................................................................... vii
ABSTRAK ............................................................................................................. viii
ABSTRACT ............................................................................................................. ix
TABLE OF CONTENTS ....................................................................................... xi
LIST OF TABLES ............................................................................................... xiv
CHAPTER I

CHAPTER II

INTRODUCTION
1.1

Background of the Study .................................................... 1

1.2

Problem of the Study .......................................................... 4

1.3

Objective of the Study ........................................................ 4

1.4

Scope of the Study .............................................................. 5

1.5

Significance of the Study .................................................... 5

REVIEW OF LITERATURE
2.1 Conceptual Framework ....................................................... 6
2.1.1 Definition of Vocabulary .................................................... 6
2.1.2 Teaching Vocabulary .......................................................... 6
2.1.3 Types of Vocabulary ........................................................... 8
2.1.4 The Kinds of Teaching Vocabulary ................................... 9
2.1.5 Definition of Games .......................................................... 10

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2.1.6 Games for Teaching Vocabulary ...................................... 11
2.1.7 Principles of Games Selection .......................................... 12
2.2

Definition of Guessing Game ........................................... 14

2.2.1 Kinds of Guessing Game .................................................. 16
2.2.2 The Benefits of Use Guessing Game ............................... 18
2.3
CHAPTER III

Testing Vocabulary ........................................................... 19

METHODOLOGY
3.1

Research Design ................................................................ 21

3.2

Population and Sample ..................................................... 21

3.3

Intruments of Collecting Data ........................................... 22

3.3.1 Vocabulary Test ................................................................ 22
3.3.2 Observation Sheet ............................................................. 22
3.3.3 Diary Notes ....................................................................... 22
3.4

Procedure of Collecting Data ............................................. 22

3.4.1 Cycle I ............................................................................... 23
3.4.2 Cycle II .............................................................................. 25

CHAPTER IV

3.5

Technique of Collecting Data ........................................... 25

3.6

Technique of Analyzing Data ........................................... 26

ANALYSIS AND FINDINGS
4.1

Data Analysis ..................................................................... 29

4.1.1 The Qualitative Data .......................................................... 29
4.1.2 The Quantitative Data ....................................................... 30
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4.1.3 The Scoring of the Test ..................................................... 33

CHAPTER V

4.2

Research Findings .............................................................. 37

4.3

Discussions ....................................................................... 37

CONCLUSIONS AND SUGGESTIONS
5.1 Conclusions ........................................................................ 39
5.2 Suggestions ........................................................................ 39

REFERENCES ....................................................................................................... 41
APPENDICES
APPENDIX A : Lesson Plan
APPENDIX B

: Diary Notes

APPENDIX C : Observation Sheet
APPENDIX D : Materials of Guessing Game
APPENDIX F

: Test Lesson Cycle I

APPENDIX G : Test Lesson Cycle Ii
APPENDIX I

: A Letter of Research Permission from the Dean

APPENDIX H : A Letter of Research Permission from the Head Master of School

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