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IMPROVING YOUNG LEARNERS’ VOCABULARY THROUGH
SPELLING BEE
(A Quasi Experiment Research of the Seventh Grade Students of SMP
Negeri 2 Ambarawa in Academic Year 2020/2021)
FINAL PROJECT
Submitted in Partial Fulfillment of the Requirements to Obtain the Sarjana
Pendidikan Degree in English Education
GITA HUSNA AFIFAH
31801700016
ENGLISH EDUCATION DEPARTMENT
FACULTY OF LANGUAGE AND COMMUNICATION SCIENCE
SULTAN AGUNG ISLAMIC UNIVERSITY SEMARANG
2021
ii
iii
VALIDATION
A Sarjana Pendidikan Final Project On
iv
v
vi
MOTTO
“ Work harder to make your dreams happen, then, shock everyone”- Writer
DEDICATION
This study is dedicated to:
My lovely grandmother
My father in Jannah
My father and mother
My little sister and brother
My friends
vii
ABSTRACT
Gita Husna. 2020. Improving Young Learners’ Vocabulary Through Spelling Bee
(A Quasi Experiment Research of the Seventh Grade Students of SMP Negeri 2
Ambarawa in Academic Year 2020/2021). A final project, English Education Study
Program, Faculty of Language and Communication Science, Sultan Agung Islamic
University. Advisor: Mega Mulianing Maharani, S.Pd, M.Pd.
This study was conducted to find out the effectiveness of Spelling Bee game
in improving the seventh grade students’ vocabulary mastery of SMP Negeri 2
Ambarawa in academic year 2020/2021. The researcher implemented a quasi
experimental design that used pre-test and post-test in finding the result. The data
were colleted from the early of November up to December 2020. The quota
sampling was used to determine the sample of this study, in which, 15 students were
as the control group and 15 students in experimental group. The control group was
given only pre-test and post-test while the experimental group was given the
treatment between the tests. The instrument in collecting the data were multiple
choice test with 30 questions. The result of the data analysis showed that the post-
test mean score of control group is 25.93, meanwhile, 28.80 for experimental group.
It showed that the score of experimental group was higher than the control group.
Futhermore, the study found out the significant difference after using Spelling Bee
game as the treatment. It was also supported by the result of t-test showed sig (2-
tailed) was 0.000. It indicated that Ho was rejected and H1 was accepted. Therefore,
Spelling Bee game can be a good recommendation as an effective technique in
teaching vocabulary for young learner.
Keywords: Young Learner, Vocabulary, Spelling Bee
viii
INTISARI
Gita Husna. 2020. Improving Young Learners’ Vocabulary Through Spelling Bee
(A Quasi Experiment Research of the Seventh Grade Students of SMP Negeri 2
Ambarawa in Academic Year 2020/2021). Skripsi jurusan Pendidikan Bahasa
Inggris. Fakultas Bahasa dan Ilmu Komunikasi. Universitas Sultan Agung
Semarang. Dosen Pembimbing: Mega Mulianing Maharani, S.Pd, M.Pd.
Penelitian ini dilaksanakan untuk mengetahui keefektifan permainan
Spelling Bee dalam meningkatkan penguasaan kosakata siswa kelas VII di SMP
Negeri 2 Ambarawa tahun ajaran 2020/2021. Peneliti menerapkan quasi
experimental design yang menggunakan pre-test dan post-test dalam menemukan
hasil. Pengumpulan data dilakukan pada awal bulan November sampai dengan
Desember 2020. Pengambilan sampel menggunakan sistem quota sampling yang
dibagi ke, 15 siswa di control group dan 15 siswa di experimental group. Control
group hanya diberikan pre-test dan post-test sedangkan experimental group
diberikan treatment di antara tes. Instrumen pengumpulan data menggunakan tes
pilihan ganda dengan 20 soal. Hasil analisis data menunjukkan bahwa rata-rata skor
post-test control group adalah 25.93, sedangkan experimental group 28.80. Hal
tersebut menunjukkan bahwa nilai experimental group lebih tinggi daripada nilai
control group. Selain itu, penelitian ini menemukan perbedaan yang signifikan
setelah menggunakan permainan Spelling Bee sebagai treatment, hal ini didukung
oleh hasil dari t-test menunjukkan bahwa sig(2-tailed) 0.000. Dapat disimpulkan
bahwa Ho ditolak dan H1 diterima. Oleh karena itu permainan Spelling Bee dapat
menjadi rekomendasi yang baik sebagai teknik yang efektif dalam mengajarkan
kosakata bagi anak didik.
Kata Kunci: Young Learner, Vocabulary, Spelling Bee
ix
ACKNOWLEDGEMENTS
Alhamdulillah, in the name of Allah SWT, the researcher personally would
like to reveal the sincerity and the deepest gratitude to Allah for the blessing, giving
healthy body, the patience and also the motivation during arranging this final
project. Peace and blessing from Allah SWT be upon to the propher Muhammad
SAW which has brought us from the darkness to the lightness.
In this precious time, the researcher finally accomplished the final project,
under the title Improving Young Learners’ Vocabulary Through Spelling Bee (A
Quasi Experiment Research of the Seventh Grade Students of SMP Negeri 2
Ambarawa in Academic Year 2020/2021). This final project would not had been
done without the support and help from the surroundings. Therefore, the researcher
would like to express the deepest gratitude to:
1. Drs. Bedjo Santoso, M.T., Ph.D., as the Rector of Unissula.
2. Hartono, S.S., M.Pd, as the Dean of Faculty of Language and
Communication Science of Unissula.
3. Huyi Intan Sari, S.Pd., M.Pd, as the Head of English Education Program.
4. Mega Mulianing Maharani, S.Pd, M.Pd, as the advisor who had given
advices, guidances, suggestions and time during compiling this final project.
5. All of the lectures and staff of the Faculty of Language and Communication
Science, who have given lesson, knowledge, and support during conducting
the research.
6. Drs. Heri Muryanto, M.Pd. as the Headmaster of SMP Negeri 2 Ambarawa,
for the permission in conducting the research.
x
7. Diah Ayu Citraningrum, S.Pd, as the English teacher at SMP Negeri 2
Ambarawa for the cooperation and help during the research.
8. The family of SMP Negeri 2 Ambarawa, especially for VII E and VII G in
academic year 2020/2021 for their cooperation during the research.
9. All of my family and also my friends who always beside me to give me big
support during completing this final project.
10. For all people who helped me in making this final project that cannot be
mentioned the name by name.
The words are not be enough to say thank you for your contributions in making
this final project. May Allah SWT guides them always and give them happiness
through their life. The researcher hopes that this study can be useful and give a bit
contribution to the reader and further researcher.
Semarang, January 2021
Gita Husna Afifah
NIM. 31801700016
xi
TABLE OF CONTENTS
TITLE ............................................................................................................... i
APPROVAL ..................................................................................................... ii
VALIDATION ................................................................................................. iii
STATEMENT OF WORK’S ORIGINALITY ................................................ iv
SURAT PERNYATAAN KEASLIAN............................................................ v
MOTTO ........................................................................................................... vi
ABSTRACT ..................................................................................................... vii
INTISARI ......................................................................................................... viii
ACKNOWLEDGEMENTS ............................................................................. ix
TABLE OF CONTENT ................................................................................... xi
LIST OF TABLES ........................................................................................... xiv
LIST OF APPENDICES .................................................................................. xv
CHAPTER I INTRODUCTION ...................................................................... 1
1.1 Background of Study ......................................................................... 1
1.2 Reasons for Choosing the Topic ........................................................ 4
1.3 Research Questions ............................................................................ 4
1.4 The Objective of the Study ................................................................ 4
1.5 Hypothesis.......................................................................................... 5
1.6 The Limitation of the Study ............................................................... 5
1.7 The Significance of the Study ............................................................ 6
1.8 Definition of Key Terms .................................................................... 7
1.9 Outline of the Study ........................................................................... 8
xii
CHAPTER II REVIEW OF RELATED STUDY ............................................ 9
2.1 General Concept of Vocabulary ......................................................... 9
2.1.1 The Importance of Vocabulary in Learning Language ............. 9
2.1.2 Kinds of Vocabulary ................................................................. 11
2.1.3 Vocabulary Mastery .................................................................. 11
2.2 General Concept of Game .................................................................. 12
2.2.1 The Use of Game in Teaching Vocabulary............................... 12
2.2.2 Kinds of Game .......................................................................... 13
2.2.3 Advantage and Disadvantage of Game ..................................... 14
2.3 General Concept of Spelling Bee Game ............................................ 14
2.3.1 Definition of Spelling Bee Game .............................................. 14
2.3.2 Procedures of Spelling Bee Game ............................................ 16
2.3.3 Advantage and Disadvantage of Spelling Bee Game ............... 18
2.4 Review of Previous Study .................................................................. 20
CHAPTER III RESEARCH METHODOLOGY ............................................ 23
3.1 Research Design................................................................................. 23
3.2 Subject of the Study ........................................................................... 25
3.2.1 Population ................................................................................. 25
3.2.2 Sample of the Study.................................................................. 26
3.3 Research Instrument........................................................................... 26
3.3.1 Validity ..................................................................................... 27
3.3.2 Reliability ................................................................................ 29
3.4 Variables of the Research .................................................................. 31
xiii
3.5 Technique in Collecting the Data ...................................................... 31
3.6 Data Analysis ..................................................................................... 34
3.6.1 Technique of Analyzing the Data ............................................. 34
3.6.2 Scoring Technique .................................................................... 36
CHAPTER IV RESEARCH FINDING AND DISCUSSION ......................... 37
4.1 The Profil of the School ..................................................................... 37
4.2 Subject of the Study ........................................................................... 37
4.3 Research Finding ............................................................................... 38
4.3.1 Validity and Reliability ............................................................. 40
4.3.2 Descriptive Analysis ................................................................. 42
4.3.3 Analysis of Normality ............................................................... 43
4.3.4 Analysis of Homogeneity ........................................................ 43
4.3.5 Independent Sample T-test ....................................................... 44
4.4 Research Discussion .......................................................................... 45
CHAPTER V CONCLUTION AND SUGGESTIONS ................................... 48
5.1 Conclution .......................................................................................... 48
5.2 Suggestion .......................................................................................... 49
REFERENCES ................................................................................................. 50
APPENDIX ...................................................................................................... 53
xiv
LIST OF TABLES
Table 3.1 Level of Standart Validity ................................................................ 27
Table 3.2 Validation Rubric ............................................................................. 28
Table 3.3 Level of Standart Reliability ............................................................ 30
Table 4.1 The Data of Respondents ................................................................ 38
Table 4.2 Scores of Control Group .................................................................. 39
Table 4.3 Scores of Experimental Group ....................................................... 40
Table 4.4 Validity Statistics ............................................................................. 41
Table 4.5 Reliability Statistics ......................................................................... 42
Table 4.6 Test Descriptive Analysis ................................................................ 42
Table 4.7 The Normality of One-Sample Kolmogorov-Smirnov Test ............ 43
Table 4.8 Test of Homogeneity of Pre-test ..................................................... 44
Table 4.9 Test of Homogeneity of Post-test .................................................... 44
Table 4.10 Post-test .......................................................................................... 44
Table 4.11 Comparison of Post-test in Control and Experimental Group ....... 45
xv
LIST OF APPENDICES
Appendix 1 : Validation Rubric ....................................................................... 54
Appendix 2 : Syllabus ...................................................................................... 58
Appendix 3 : Lesson Plan ................................................................................ 61
Appendix 4 : Instrument of Pre-test ................................................................. 70
Appendix 5 : Instrument of Post-test ............................................................... 72
Appendix 6 : Permission Letter ....................................................................... 74
Appendix 7 : School Recommendation............................................................ 75
Appendix 8 : Answer Sheet ............................................................................. 76
Appendix 9 : Documentations .......................................................................... 80
1
CHAPTER I
INTODUCTION
This chapter consists of background of study, reason of choosing the topic,
research questions, the objective of the study, hypothesis, the limitation of the
study, the significant of the research, definition of keys term, and outline of the
study.
1.1 Background of Study
Communication takes an important part in achieving students’ academic
accomplishment (Waylen, 2017). Having good communication skill is needed to
reach that goal. It can be obtained if students have good vocabulary knowledge. As
mentioned by Nurjida (2018), vocabulary is the most important core of four skills
which must be learned first beacuse language consists of words. Based on that
statement, vocabulary mastery is one of the keys for being a good speaker. It goes
because vocabulary is a backbone or basis of language and it can build
communication.
Asyiah (2017), states that young learners should have a lot of English
vocabulary because it is the most important thing in learning English. Young
learners can express their thought easily and can be a master of language if they
have sufficient vocabulary. Limited vocabulary makes them suffered in
understanding and learning a language (Mayasari 2018). According to Yusuf
(2017), young learners face difficulties in the next school level if they are still
lacking in vocabulary mastery.
2
In Indonesia, the ability of young learners’ English vocabulary is still far from
the expectation. Based on Indonesia’s School-Based Curriculum 2004, the 7th-
grade students should master of 500 – 1000 words in English. Sari and Azhar
(2018) mention that the 7th-grade students in Indonesia face difficulties in
mastering and showing opposite fact from the expected outcome. Students are not
able to convey their ideas in written or spoken tasks, they also can not read the
proper spelling of the words during reading class (Darmojo, 2016). Lacking in
vocabulary mastery is a major reason that makes students face problems. A study
detects the factors of students’ lacking vocabulary that come from students
themselves as follows because they are too lazy to memorize and remember a lot of
vocabulary of new words also they do not have a strong motivation to learn English
vocabulary (Nurpitasari, and Mayasari, 2018). However, the most affected factor
that makes students are not interested in learning vocabulary is that teachers usually
apply a boring method all the time (Taufiq, 2019).
In the perspective of a teacher in a state junior high school when the writer tries
to know more about the students’ vocabulary development, Ibu Wahyuningsih as a
teacher mentions that the students’ problem is still lack in vocabulary mastery. She
states that most of the students in a class face some troubles during the teaching
learning process. Students with a lack of vocabulary mostly do not understand with
the teacher’s explanation even the simple instructions. In this case, the teacher
should repeat the same discussion in the Indonesian language. She adds that the
strongest factor comes from students themselves such as they are not aware of
improving their vocabulary knowledge. Therefore, she also realizes another factor
3
because there is no certain meeting that it is only focusing on improving students’
vocabulary. She wishes that there is an additional game such as, arranging words
after meeting or when students feel bored in order to make students more familiar
with English vocabulary.
Based on the information above then it can be said that while delivering
materials, teachers should use the best way that can transfer the main content of
learning and also can attract students’ interest at the same time. Game is one of an
effective way that contains the element of fun and enjoyable for students to practice
vocabulary. As mentioned by the teacher, game is one of the solutions in attracting
students’ interest in learning. It is also declared by Sebba (2011) that games are
challenging activities and can help teachers in attracting students’ motivation to
increase the quality of the learning process. The aim of using games while learning
vocabulary is giving a chance for teachers to build the learning process more
interesting, enjoyable, and effective (Sari,2012).
Spelling bee game is a kind of fun and challenging game that contains
educational learning. This game is required for the players to spell and memorize
the words correctly. Spelling bee can help students to learn pronunciation and to
know more vocabulary while playing the game. Sekarini (2012) has proved that
spelling bee game can increase seventh-grade students’ motivation in learning
English, students’ spelling ability, and their awareness of using proper spelling in
writing a text. By following the uniqueness of spelling bee in vocabulary teaching,
the writer hopes that the writer uses the appropriate game as the solution to the
problems found in real teaching and learning.
4
1.2 Reasons for Choosing the Topic
Based on the discussion above, the writer declares several reasons for choosing
the topic as follows. After searching some facts, the writer finds that students in
junior high school still lack in using proper vocabulary. It makes students difficult
to understand English text or to make English sentences. Using an innovative game
just like Spelling Bee, hopefully, can increase students’ vocabulary mastery.
Spelling Bee is an innovative and affordable game that does not need any tools
to run this game. This game can be used in any place of learning and also can be
used in any age of students with different levels of vocabulary. It means spelling
bee can be a good method to increase students' junior high school vocabulary
mastery.
Spelling bee game is not a new game or a new method in the educational world,
but spelling bee is rarely used by Indonesian English teachers in improving students'
vocabulary knowledge. Spelling bee game can be a new method for students in
increasing their vocabulary ability during an English class.
1.3 Research Questions
The research question of this study was, is there any significant improvement
of students’ vocabulary mastery after using spelling bee as a method in learning
English vocabularies?
5
1.4 The Objective of the Study
In line with research questions above, the objective of this study was to find out
wheter the use of spelling bee is effective to improve students’ vocabulary.
1.5 Hypothesis
According to Arikunto (2008) there are two hypotheses, named by Ho and H1,
which Ho is a kind of hypothesis that does not have any difference change or zero
difference change with the actual hypothesis, while H1 is a result that contradicts
the null hypothesis. There were two research hypotheses that used in this study,
those hypothesis concerned to the influence the use of spelling bee game on
students’ vocabulary mastery, they were:
1. Research Hypothesis (H1)
H1: There is a significant difference between the result score of the control
group and experimental group. If there is a significant difference score
between those two groups, it means that the research hypothesis is accepted
and spelling bee game is effective in teaching vocabulary.
2. Null Hypothesis (H0)
H0: There is no significant difference between the result score of the control
group and experimental group. If there is no significant difference between
those two groups, it means that the null hypothesis is accepted.
1.6 The Limitation of the Study
Based on the statements above, the writer wanted to apply spelling bee games
as a technique in learning vocabulary for students, in order to make the learning
became more interesting and enjoyable. Then, this research focused on the
6
effectivenes of spelling bee in improving students’ vocabulary mastery and their
pronunciation.
1.7 The Significance of the Research
Hopefully, the informations from this study could be used as a motivation in
applying a good technique in teaching vocabulary. Hence, the significant of this
study could be beneficial and useful for students itself, teachers and the readers, as
follows:
1. Pedagogical Significance
This study could assist English teachers search more modern references to
improve their insight in teaching vocabulary using new games. Teachers
needed some effords in finding some techniques to help students master
vocabulary easily.
2. Parctical Significance
a. For students, the result of this study was expected to increase students’
ability in pronuncing words, students’ vocabulary mastery, and also
students’ motivation in learning vocabulary.
b. For teacher, the writer hoped that using spelling bee games in teaching
learning process become a variation for teacher in teaching vocabulary
and could help teacher in improving students’ achievement on
pronunciation and vocabulary mastery.
c. For readers, the writer extremely hoped that readers could receive a lot
of knowledge after knowing the result of this study. The writer hoped
7
that this study can introduce spelling bee game as an additional fun game
in teaching and learning vocabulary.
1.8 Definition of Key Terms
1. Spelling Bee Game
According to Rahayu (2009) in her thesis, spelling bee is an activity that
acquires the participants or the players to compete in spelling words
correctly.
2. Vocabulary
Fauziati (2010) defines that vocabulary is a central unit of language that
consists of one or more spoken sounds which is carrying the meaning as that
can be critical important for typical language learner.
3. Young Learner
Based on Zia & Khan (2017), young learners are devided into four classes
based on their age, first class is Pre-school that consists of students ages 2-
4 years usually still at Kindergarten school. Second is Primary students with
ages 5-7 years, the third is Intermediate that consist of students ages 8-10
normally at Elementary school. The last is Early adolescent that consists of
students ages 11-14 formaly at Junior high school
8
1.9 Outline of the Study
Chapter I describes background of study, reason of choosing the topic, research
questions, the objective of the study, hypothesis, the limitation of the study, the
significant of the research, definition of keys term, and outline of the study.
Chapter II focuses on the review of related study such as, general concept of
vocabulary: the importance of vocabulary in learning language, kinds of
vocabulary, vocabulary mastery, general concept of game: the use of game in
teaching vocabulary, kinds of game, advantage and disadvantage of game, general
concept of spelling bee: definition of spelling bee, procedures of spelling bee game,
advantage dan disadvantage of spelling bee game, and review of previous study.
Chapter III covers research design, subject of the study: population and sample
of the study, research instruments: validity and reliability, variables of the research,
technique of collecting the data, data analysis: technique of analyzing the data and
scoring technique.
Chapter IV shows the Profil of the School, the Subject of the Study, the
Research Finding, the Measurement’s Result of Validity and Reliability, the
Descriptive Analysis, the Analysis of Normality, the Analysis of Homogeneity, the
Independent T-test and Discussion of the Research Finding and Result.
Chapter V entails the Conclusion of the study and Suggestions.
9
CHAPTER II
REVIEW OF RELATED STUDY
This chapter consists of the review of related study. Those theories are served
as basic in finding the result of the objectives in this study. In detail, this chapter
mentions the general concept of vocabulary: the importance of vocabulary in
learning language, kinds of vocabulary, vocabulary mastery. This chapter also
contains the general concept of game: the use of game in teaching vocabulary, kinds
of game, advantage and disadvantage of game . It also describes spelling bee as the
main focus in this study, which includes general concept of spelling bee: definition
of spelling bee, procedures of spelling bee game, advantage and disadvantage of
spelling bee game. In addition, this chapter also includes some related studies that
support this study in investigating the previous research questions.
2.1 General Concept of Vocabulary
In this part, the researcher delivers some detail informations about the
importance of vocabulary in learning language, kinds of vocabulary and vocabulary
mastery.
2.1.1 The Importance of Vocabulary in Learning Language
Vocabulary is one of the keys in mastering a new language. Vocabulary
knowledge holds an important role in understanding sentences in written and
spoken form while learning English language. Students in English class need to
learn and remember sufficient vocabulary to make their English skill increased.
Having good vocabulary knowledge makes students to be able to catch the purposes
10
of learning English. As mentioned by Richards & Renadya (2002), vocabulary is
the point of language skill and can be a foundation for learners in mastering
listening, reading, speaking, and writing components.
Certainly, each student has different levels of vocabulary mastery, because
vocabulary is a set of words known by individually (Nunan, Terrell, & Brown,
1981). Therefore, students should get proper vocabulary learning strategies in order
to help them discover more new words. Increasing students’ vocabulary ability
makes students easier to know the meaning of words when students find new and
unfamiliar words on their own.
Furthermore, Bintz (2011) states that vocabulary is the core factor in
learning a language, students should learn new words constantly. Without having
enough vocabulary ability, students cannot communicate effectively when they
want to deliver their ideas. Having limited vocabulary also make students struggle
in mastering a language.
Vocabulary is a foundation of any language and takes a crucial part in
learning a language. Students who lack vocabulary mastery are unable to respond
in the learning rather than the master one. Students find difficulties in conveying
their minds in written or oral form when they do not have sufficient vocabulary.
It can be concluded that vocabulary is the basic or the core foundation in
learning a language, without proper ability students cannot catch the essence of
communication. Students should learn sufficient vocabulary to make them capable
of saying or claiming their ideas, and make them easier to be a master of a language.
11
2.1.2 Kinds of Vocabulary
According to Hiebert and Kamil (2005), there are two kinds of vocabulary:
productive and perceptive vocabulary. Productive vocabulary is a familiar word that
easily to find and to recognize by students, it is used in written or spoken form.
Otherwise, perceptive vocabulary is less familiar words that hardly used by
students, language learners rarely use this vocabulary in passive sentences.
Furthermore, Mahwah, Erlbaum and Isbn (2006) declare that there are 2
types of vocabulary: active and passive vocabulary. Active vocabulary is the words
that students have already learned, they understand and they can pronounce
properly. Those are words used by students in their daily life or they can use it
continually. While passive vocabulary is the words known by students when they
occur in a context but they rarely use it in daily conversation.
2.1.3 Vocabulary Mastery
Vocabulary mastery is very important for English student. Students need to
build their vocabulary mastery in order to master four skills: listening, reading,
speaking, and writing. Vocabulary mastery is needed to express ideas, to catch and
understand someone’s saying, and to run communication effectively.
Vocabulary mastery is a great skill that owned by individuals who can use
words of a language properly based on their interest and motivation (Asyiah, 2017).
Students who have achieved this vocabulary mastery are able to show their ability
while making sentences using vocabulary. They can clearly show their ability in
expressing vocabulary through their understanding.
12
Based on the statements above, the researcher concludes that vocabulary
mastery is students’ great skill in using and in understanding words of a language.
Vocabulary mastery is the purpose of learning vocabulary, students who learn
vocabulary diligently may be resulted in vocabulary mastery.
2.2 General Concept of Game
In this field, the researcher mentions the use of game in teaching vocabulary,
kinds of game, and also advantages disadvantages of game in teaching vocabulary.
2.2.1 The Use of Game in Teaching Vocabulary
Games are usually used as an additional technique in the teaching-learning
process. Games help the teacher creating the contexts of language to become more
useful and meaningful. Using a suitable game creates motivation for students, lower
students’ stress, and give a real chance for students to communicate with each other.
According to Becker (2017), game is an activity that contains rules, a goal, and an
element of fun. Besides, Wright, Betteridge, and Buckby state that game is an
entertaining activity, an interesting activity, and often a challenging activity that
required students to interact with others.
As mentioned before, vocabulary is the most important thing that should be
learned by students before they learn grammar and four basic skills. Learning
vocabulary is the process of facilitating students to improve and develop their
ability in mastering a language. Therefore, the teacher as the facilitator should
create methods in which the learning vocabulary is really enjoyable and interesting.
Games can be an alternative technique in teaching vocabulary. As
mentioned by Nunan, Terrell, and Brown (1981), game is an appropriate teaching
13
method that can be used at the young-learner level in classrooms. Games also
contain fun activities that make the teaching-learning process more interesting.
While playing the games, indirectly, students also learn and get new vocabulary
from the instructions that have given by the teacher. Games also provide a chance
for students to learn, practice, and review their vocabulary mastery.
In conclusion, game is a fun and challenging activity or sport that can be
played in a team or individually to reach the goal based on the rules. Games are
usually related to the syllabus of the teaching-learning process.
2.2.2 Kinds of Game
Derakhshan and Khatir (2015) claim that there are two kinds of games:
competitive game and a co-operative game. Competitive games are those games
that each player or each team's race to be the first in reaching the goal. The games
required players to against one another and where one player winning means
another player loses. There is a winning player and loser player in the outcome of
the competitive game.
In reverse, co-operative games are those games that required the players or
the teamwork together in winning the common goal. The players usually work
together as teammates against one opponent.
14
2.2.3 Advantage and Disadvantage of Game
Rohmawati (2015) declares that game can facilitate students in learning a
language, using the game as a method brings several advantages and disadvantages
in the teaching-learning process, as follows:
1. Games are an additional method while doing a usual classroom routine;
2. Games are challenging and motivating;
3. Games are required students to interact and communicate;
4. Games create a meaningful and useful context for language use.
Some disadvantages of using the game as a method are:
1. Teachers who use inappropriate game will be a source of distraction
and waste of time;
2. There will be a gap in teaching and learning if the teacher does not
know the way students play and think.
2.3 General Concept of Spelling Bee Game
In this section, the researcher describes in detail about the definition of spelling
bee game, procedures in playing spelling bee game, advantages and disadvantages
of spelling bee game.
2.3.1 Definition of Spelling Bee Game
Spelling bee is a competition in which the contestants are required to spell
a given word correctly that usually with varying levels of difficulty (Nurjida, 2018).
Spelling bee competition has believed to come from the United States, and now
spelling bee events are also held in some other countries around the world.
15
Spelling bee is a kind of competition in which children, usually young
learners are asked to spell words in front of the audiences, it may be in a team or
individual (Macmillan, 2012). Spelling bee is not only about memorizing words or
letters, but it is a kind of complicated thinking competition. This spelling bee game
can also assist in optimizing students’ English language skills from an early age.
Students as the players receive several clues to answer or to spell the words
correctly, such as the definitions and kinds of words (noun, adjective, verb, etc).
Spelling bee can be an innovative game that used by teachers in teaching
vocabulary. This game is a complete package that helps students in training their
spelling and vocabulary. As already explained by Bee (2008), the purpose of
spelling bee game is to facilitate students in increasing their spelling, improving
their vocabulary, knowing concepts, and developing correct English used. Spelling
bee is one of the cooperative methods that can be applied in the teaching-learning
process. This game is good to train students' accuracy and precision in identifying
words in English, and also can improve the self-confidence of students in speaking
English.
Rohmawati (2015) states that spelling bee is a game that requires the
students to study and understand their spelling words. Students who learn
vocabulary well can play this game properly. While playing this game as a method
in learning vocabulary students can also reach their vocabulary mastery.
Spelling is a very important part of learning a language, applying spelling
bee in the classroom makes students brush up their spelling ability and make
learning become more fun and enjoyable. Spelling bee encourages students in
16
learning each spelling of words. Students who have already learned and practiced
their spelling words can be able to use the vocabulary properly and soon they also
can increase their other skills in learning the English language.
According to the statements above, it can be concluded that spelling bee is
a simple and fun game that asked students to spell the words correctly. Spelling bee
can be an alternative technique in learning vocabulary and can improve students’
spelling ability. The use of spelling bee can also increase the self-confidence of
students while using the English language.
2.3.2 Procedures of Spelling Bee Game
Spelling bee is a simple game that requires no preparation, easy to set up,
and easy to play. Before using spelling bee game in a classroom, it is important to
practice so it makes students understand the instructions and procedures clearly.
Spelling bee game is a simple fun game to help students improving their
vocabulary and only need whiteboard and marker as the equipment. Before starting
the game, teachers should choose a certain topic of the words. Spelling bee game
can be played as an individual work and team work, so teachers can use this game
anytime throughout the year with any topic of spelling words.
There are several procedures of spelling bee played by a team :
1. First devide students into groups, each group consists of 5 people.
2. Next, give students a list of words on a paper based on the topic that
teachers have chosen, for example, “Things in the Classroom”,
distribute it for each student, and give them time to understand and
remember each word. Teachers should give a demonstration in front
17
of the class to avoid the misspelling of students and to make students
understand the procedures of spelling bee game. The instructors or the
teachers can spell the words first then followed by the students, ask
the students to repeat the teachers’ spelling.
3. After ensuring the students as players are ready to play the game,
students are be asked to stand in a line like “queue”. The game begins
when teachers say a random word from the list that has been given.
The student who stands in front of the line is given the first turn to
spell the word, if she or he spells the word correctly the group can get
10 scores and 0 for incorrect spelling. Students who have done the
spelling should turn to the back of the line.
4. The timer is started at the time teachers say the first word. After each
player in a group has done the spelling, the timer will be counted. The
team with the most point in the shortest time will be the winner of the
class.
Several procedures of spelling bee played individually :
1. After deciding the topic of words, teachers give 10 words in a list for
each student. Students get a certain time to understand and remembers
each spelling of words.
2. Students should play this game one by one in front of the class. The game
begins when teachers as instructors say a word randomly based on the
list.
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3. Once a student begins spelling that word, he or she cannot change his or
her answer. Students must spell the word independently.
4. Students who spell a word correctly get 10 scores and 0 for incorrect
spelling of the word.
5. There will be no timer and no winner in this individually or single player.
Students get the final score based on the amount of correct spelling, for
example, students who spell 10 words correctly get 100 scores or students
who get 5 words correct spelling get 50 scores.
In conclusion, students who play spelling bee game through those
procedures can be easily knowing the purpose of this game. Spelling bee game is
an inovative and modern technique that help students to get new vocabulary while
playing the game.
2.3.3 Advantage and Disadvantage of Spelling Bee Game
The application of spelling bee as a method brings several advantages and
disadvantages to teaching-learning vocabulary. According to Wafaa (2017),
through spelling bee game students are helped in finding their partner in the learning
of certain topics in the classroom. There are some advantages of using spelling bee
game as a technique in language learning :
1. The outcome of spelling bee usage is gaining students' competency over
vocabulary and improves other skills, such as reading and writing;
2. Spelling bee game also facilitates the students to increase their
confidence level in speaking and develop their cognitive skills in
handling pressure;
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3. Spelling bee is a full package of a technique, using this game students
also learn about the spelling of words, through this game students can
minimize the misspellings and create good motivation in the future.
4. The use of spelling bee game as a method makes the learning of
vocabulary can be more interesting, this condition makes students give
more attention to the lesson and makes them in reaching the goals of the
learning vocabulary;
5. Spelling bee game is a relaxation method that can help students retain
new words easily.
Therefore, the use of spelling bee game as a method in learning vocabulary
cannot be denied, the disadvantages as follow:
1. Using spelling bee game in learning vocabulary cuts the learning time so
there is the limited time for the teacher to explain the material;
2. Teachers become more focused on controlling the students while playing
this game and there is no longer chance for the teacher to help students
memorizing new vocabulary;
3. Spelling bee game requires students to become more active and make the
class noisy. This situation makes teacher difficult to control students
because sometimes they too much moved and spoke.
Based on the statements above, spelling bee game is a good technique that
can be applied in teaching English vocabulary, but there are also some
disadvantages while using this game. To overcome the disadvantages of this game,
teachers can list a good vocabulary with a certain theme which is interesting for
20
students. At the end of applying this game as a method, the teacher can give some
rewards for the best team or the winner in order to motivate them to do better in
learning vocabulary.
2.4 Review of Previous Study
The researcher found several previous studies that had similarities with her
research, which discusses the use of spelling bee in teaching vocabulary of young
learners.
The first related study was carried out by Yusuf, Mustafa and Alqinda in 2017
under the title “The Use of Spelling Bee Game in Teaching Vocabulary to Junior
High School Students”. This study was done in order to find out the improvement
of students’ scores after getting spelling bee game as a treatment. This was an
experimental design that used a simple random sampling to decide the participants.
There were only one group pre-test and post-test consist of 25 seventh grade
students from SMPN 4 Banda Aceh. Each test consist of 25 multiple choice
questions and the form of the test was labeling the name of the pictures. There were
4 days to do this study, two days for the test, and two days for the treatment. The
results showed that the average of the post-tests score was higher than the pre-test
score, there were 88.76 for the post-test and 62.52 for the pre-test. It could be
concluded that spelling bee game could improve students’ vocabulary.
The second study under the title The Effect of Using English Spelling Bee Game
to Enrich The Vocabulary of The Second Year Students of SMPN 40 Pekanbaru was
conducted by Sari, Afrianto, and Azhar in 2018. This journal aimed to find out the
significant effect of using the English Spelling Bee game to enrich vocabulary
21
mastery of the second year students of SMPN 40 Pekanbaru in the academic year
2018/2019. This study was pre-experimental research, it conducted one group pre-
test and post-test also used cluster random sampling technique to select the
participants. This study was done in six meetings, there were four days for the
treatments, and the rest for the test meeting. There were 30 students are asked to do
the tests. Each test consists of 20 questions of multiple choices and 10 questions in
matching word form as the instruments of this research. The average of the pre-test
score was 31.413 while in the post-test they got 48.063. There was an increase in
the post-test score it meant there was a significant effect of using the English
Spelling Bee game to improve students’ vocabulary abilities. In short English
spelling bee game could be one of the alternative strategies that can be used in
vocabulary learning.
The third study was from Puspitasari and Mayasari (2018) entitled “The Use of
Spelling Bee Game to Increase The Students’ Vocabulary Mastery of The Seventh
Grade at SMPN 1 Bantan”. This research was conducted to find out the use of
Spelling Bee game on students’ vocabulary mastery. This quasi-experimental
research used simple random sampling to decide the participants. There were 2
groups of seven grade students and divided into 20 students in the control group
and 20 students as the experimental group. The mean of the pre-test score in the
control group was 67 while in the experimental group was 56.25. After getting the
treatment of Spelling Bee game for the experimental group was higher than the
group without spelling bee. The average final score on the post-test was 83 for the
experimental group and 67.5 for the control group. It meant the score of students
22
who got Spelling Bee as a method was higher than the students who did not get
Spelling Bee. In short spelling bee game was effective to increase the students’
vocabulary mastery of seventh-grade students in SMPN 1 Bantan.
From the previous studies that mentioned above, there was some similarity and
difference with my study. For the similarity of the previous studies and my study
was the participants, they were seventh-grade students that qualified into young
learners. For the differences, the previous studies conducted pre-experimental
design that used one group pre-test and post-test beside my study conducted a quasi-
experimental design that used three groups in conducting the study.
23
CHAPTER III
RESEARCH METHODOLOGY
This chapter describes the methodology of this study to answer the previous
research question in chapter one. It consists of research design, subject of the study:
population and sample of the study, research instruments: validity and reliability,
variables of the research, technique of collecting the data, data analysis: technique
of analyzing the data and scoring technique.
3.1 Research Design
Concerning the main aim of this study was to investigate the effectiveness of
spelling bee game to improve students’ vocabulary mastery. This study used a
quantitative method in processing the data and getting the result. This study
conducted dependent pre-test and post-test of quasi-experimental design. This kind
of design compared the result of students’ achievement from the control group and
experimental group. Firstly, the control and experimental group got the same pre-
test (01) to analyze their ability before the treatment. Then, the experimental group
was taught vocabulary using spelling bee game as the treatment (X). In the end, the
control and the experimental group were given the post-test (02) to find a significant
difference from the score. This design also used try-out group to assess whether the
pre-test and post-test questions are valid to be used or not. Each group consisted of
10 - 15 seventh grade students from SMP Negeri 2 Ambarawa. Hastjarjo (2019)
states that a quasi-experimental design consists of pre-test, treatment, and post-test,
the formula as follows:
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Group 1 01 X 02
Group 2 01 02
In which:
Group 1 : Experimental Group
Group 2 : Control Group
01 : Pre-test
X : Treatment
02 : Post-test
This study had several reasons for using dependent pre-test and post-test of
quasi-experimental design. First, the situation was quite hard to conduct the other
kind of experimental design that uses a large number of participants. Second, the
limited time and cost, it was not feasible to apply the other kind of experimental
design. Third, this quasi-experimental design was a nonrandom assignment,
therefore, the researcher only used two classes of seventh grade students as the
participants to make sure they had same knowledge before the research.
This kind of method was often used to assign the quality of a technique used by
the researcher to find out the result and the data of a study. The writer as researcher
conducted several meetings to teach students in experimental group how to improve
their vocabulary mastery through spelling bee game. This technique was the main
subject of this study. The researcher expected spelling bee game as a treatment can
improve students’ ability in mastering vocabulary.
25
This study was implemented on seventh grade students of SMP Negeri 2
Ambarawa. It is located in the district of Lodoyong, Ambarawa, Semarang
Regency, Central Java. This school is adjacent to an elementary school and hospital,
also the location is near the main street of Ambarawa. It makes students easier to
get the supported facilities during learning in this school. This situation makes the
process of teaching and learning process run well because of the conducive and
comfortable place.
3.2 Subject of the Study
In this section, the researcher describes the population and the sample of this
study.
3.2.1 Population
According to Sugiyono (2012), population is the generalization area that
consists of the whole subject which has quality and specific characteristics that can
be determined by the researcher to be learned and concluded. Derakhshan & Khatir
(2015) add that population is the entire group of people or the objects that have one
characteristic in common.
In other words, population is the whole research subject that have quality
and certain characteristic that catch the interest of research. The population of this
study was a class of seventh grade students of SMP Negeri 2 Ambarawa that divided
into three groups.
26
3.2.2 Sample of the study
Khodadady (2013) mentions that sample is a narrowed group that consists
of selected people from population group. This study used quota sampling as a
technique in taking the sample.
Sampling is the way of drawing a sample in the research, hence, sample is
the amount or the representative of population that has been selected (Darmojo et
al., 2016). Sugiyono (2012) describes that quota sampling is a technique in taking
a sample based on the quota of the researcher’s needs, the samples have drawn
random at area and stratification. The researcher took at least 45 students into three
groups: control group, experimental group, and try-out group. The control group
was given pre-test (01) and post-test (02). The experimental group was given pre-
test (01), treatment (X), and post-test (02) during the research. Students in try-out
group were asked to assess all questions from pre-test and post-test sessions.
3.3 Research Instruments
In collecting the data, this study only used one instrument, namely vocabulary
tests. The vocabulary tests were divided into pre-test and post-test. According to
Nunan, Terrell, and Brown (1981), a test can be used to measure the person’s
ability, knowledge, or performance in a given domain. The researcher conducted
the vocabulary tests to measure students’ achievement on vocabulary mastery
before and after getting the treatment.
The tests were given by organizing the instructions related to the rules of using
spelling bee game. Concurrently, the instrument of this study was made based on
27
the syllabus and vocabulary testing for seventh grade. Before conducting the
instruments, value of the validity and reliability were calculated.
3.3.1 Validity
Validity was an important requirement that can be used to evaluate the
validation of the test. Before giving the pre-test and the post-test to the participants,
the researcher had to analyze the validity and reliability of the questions in order to
find out whether the test is valid to be used as the tests. The validity could be
conducted to find out whether the application of the test is appropriate or not. This
study used the try-out group and kind of content validity to find out the validity of
the instrument. According to Kusaeri and Suprananto (2012), content validity is
used to find out whether the instrument is suitable with students’ ability or not and
it plays an important role in terms of achievement tests. The instrument can be valid
if the result score of the validity test is higher than 0.50 (Graham, McKeown,
Kiuhara, & Harris, 2012). The validity of the test was also calculated using SPSS
22 software for windows. This following table clarified the standart level of test’s
validation:
Table 3.1 Level of Standard Validity
Score Standard
0.80 < rxy 1.00 Very high valid
0.60 < rxy 0.80 Highly valid
0.40 < rxy 0.60 Valid
0.20 < rxy 0.40 Minimally valid
0.00 < rxy 0.20 Unaccepted valid
(Yin, 2011)
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In this study, the researcher asked an English teacher and the advisor as the
expert judgement to measure the validity of the instrument. The English teacher
judged and analyzed the test items based on the curriculum. The form of validation
rubric is presented as follow:
Table 3.2 Validation Rubric
Criteria
Operational
Definitions
*Score Questions NOT
meeting standard
and need to be
revised
1 2 3 4
Content The questions are
related to the
purpose of the
study.
The questions
cover all aspects of
the intended
content.
Clarity The questions are
direct and specific.
The questions are
clear and
understandable.
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Overlapping
Responses
No answer covers
more than one
choice.
Application to
Pratice
The questions are
related to the daily
vocabulary of the
participants
Wordliness There is no
unnecessary words
*Note :
1 = Not Acceptable and need major modifications
2= Below Expectations and need some modifications
3= Meets Expectations and can be improved with minor
change
4= Exceeds Expectations and no modifications needed
3.3.2 Reliability
According to Sugiyono (2012), reliability is assigned as the degree of the
test that is constantly employed to give a measurement on what it measures. In other
words, reliability is a requirement to measure the instrument whether it can measure
something that can be measured constantly. Reliability is the consistency of a test
result, the test gets a low degree of reliability if the test takers get significantly
different results when taken by the same person in a different time.
30
According to Graham et al. (2012), the instrument can be reliable if the
result is higher than 0.60. In analyzing the data, the researcher used t-test, formula
through SPSS (Special Package if the Social Science) version 22 software. The t-
test formula was used to compare the means’ difference results of two tests
(Darmojo et al. 2016). The formula of t-test is showed as follows:
𝑡 =�̅�
√∑ 𝐷2− (∑ 𝐷)2
𝑁
𝑁 (𝑁−1)
In which:
t : The value for non-independent means
D : Mean of difference pf post-test 1 and post-test 2
∑ 𝐷2 : The sum of squared diffrence
N : The number of participants
After the reseracher measured the validity of the test using that formula, the
standard level of reliability is denoted in this following table:
Table 3.3 Level of Standard Reliability
Score Standard
>0.80 Very high reliable
0.70 - 0.80 Highly reliable
0.60 – 0.79 Reliable
0.50 – 0.59 Minimally reliable
<0.50 Unaccepted reliable
(Graham et al., 2012)
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3.4 Variables of the Research
Darmojo (2016) mention that variable is the research objects or points attention
in a research study. There are two variables that used in this study; independent
variable and dependent variable. Hence, the researcher implicated both variables as
follows.
1. Independent Variable
Independent variable is a free and casual variable that can be manipulated
and measured by the researcher (Darmojo, 2016). In this study, the
researcher wanted to find out the effectiveness of spelling bee game in
teaching vocabulary. Thus, the teaching technique of using “Spelling bee
game” was considered as the independent variable that symbolized by “X”.
2. Dependent Variable
Dependent variable is a variable that observed and measured as a result
to determine the effect of independent variable (Darmojo, 2016). In this
study, the dependent variable was “Vocabulary” that symbolized by “Y”.
3.5 Technique in Collecting the Data
Technique of collecting data was used to find out the improvement of students’
ability in learning vocabulary. As mentioned before, this study only used the test as
an instrument to see the success of the actions. The test was conducted two times,
namely pre-test and post-test which were described as follows:
1. Pre-test
Creswell (2012) states that pre-test provides a measure on some
participants’ characteristics or attributes that can be assessed by the
32
researcher before the participants get the treatment. Pre-test can be called as
a test before learning through the treatment has occurred. In this research,
this pre-test was given for the introduction or the pre-activity to measure the
students’ competence before having spelling bee game as a technique in
learning vocabulary. The test consisted of 20 words with the meaning,
students needed to find the appropriate meaning of each word and the time
allocation was 30 minutes.
2. Post-test
Post-test is a test that provides a measure on some participants’
characteristics or attributes that can be assessed by the researcher after
getting treatment (Creswell, 2012). Post-test was given to students after
learning has been occured. It was given after a period of learning through
the treatment to determine what the students have learned. The post-test was
given after students were taught vocabulary using spelling bee game. The
results of pre-test and post-test were compared to find the measure of
students’ progress. The test consisted of 20 matching words with the
meanings and the time allocation was 45 minutes.
In this study, the researcher conducted pre-test and post-test in getting the data
and the result of the treatment. Pre-test was given before students getting the
treatment, and post-test was given after being taught using spelling bee as treatment.
The tests were in form of matching words 20 items. After getting the results from
the data, the researcher could evaluate the tests that given to the students. The
researcher compared and accumulated the results of pre-test and post-test. From this
33
measurement, the researcher could conclude whether spelling bee game was
appropriate or not to teach and to develop the students’ vocabulary. By calculating
the scores from both tests, the researcher could find out how far the effectiveness
of spelling bee game in teaching vocabulary.
In this research, the researcher took the seventh grade students of SMP Negeri 2
Ambarawa which consists of 45 students. The researcher used several platforms
while conducting the tests as a solution during this quarantine situation. The writer
run this research in three ways. There were mentioned as follows:
1. The researcher gave the pre-test to 15 students in a group to know the ability
of students in remembering and mastering vocabulary by asking them to
form some words based on the random letters with the appropriate meaning
of words.
2. After getting the result of pre-test, the researcher conducted the spelling bee
game as a treatment in teaching vocabulary. The researcher taught
vocabulary through spelling bee game, it could be on an individual player
or group players that consists of 5 people for each group.
3. After giving the treatment to the students, the researcher conducted the post-
test to know or to measure the improvement of the students’ vocabulary.
The post-test was used to know the significant differences between the pre-
test and post-test results.
These three ways were arranged to find out the aims of this study. The researcher
needed to know whether there is any significant difference in students’ vocabulary
mastery after getting spelling bee game as a technique in teaching vocabulary.
34
3.6 Data Analysis
In this part, the researcher delivers some detail information about technique of
analyzing the data and scoring technique to find out the result of this study.
3.6.1 Technique of Analyzing the Data
Technique of analyzing the data is one of the efforts that is done by the
researcher to analyze and to measure the data accurately. The researcher analyzed
and processes the quantitative data that described the situation during the teaching
learning process. The test was a quantitative data used by the researcher to conduct
this study, the test consisted of pre-test and post-test. To analyze and to measure the
quantitative data, the researcher compared the result score of pre-test and post-test.
After getting the data, the next step was to analyze the data. In this study,
the researcher used interactive model analysis proposed by Creswell (2012). This
interactive model analysis consisted of two steps; explaining the data, and drawing
a conclusion.
1. Explaining the Data
In this step, the researcher needed to arrange a description of the data. The
researcher measured and described the finding or the result of this study in
the systematic classification form. The formulas that used in measuring the
data are described as follows:
a. Sugiyono (2012) proposes that the mean is the average score that is
acquired by the subject of the study. The researcher used this following
formula to determine the mean of this study:
35
𝑀 = ∑ 𝑥𝑖
𝑁
In which:
M : Mean or the average of the score
∑ 𝑥𝑖 : Total of scores that observed
N : Population or the amount of subject
b. The result of pre-test and post-test score was analyzed using formula
that proposed by Darmojo (2016). The formula is as follows:
𝑋 =∑ 𝑥
𝑁 𝑌 =
∑ 𝑥
𝑁
In which:
X : Mean of the pre-test scores
Y : Mean of the post-test scores
N : Number of subject
2. Drawing Conclusion
In this step, the researcher needed to describe or explain the result of the
measurement from the previous step. It consisted of some informations or
experiences during the tests and also the conclusion from the
measurement.
The researcher analyzed the data to find out the aim of this study. By
conducting those two steps, it became easier to describe and to measure the
students’ improvement after getting the treatment.
36
3.6.2 Scoring Technique
This study used multiple choice design in pre-test session and in post-test
session with the same amount of questions. Sugiyono (2012) mentions that there
are two types of formula that can be used to process the data; the formula with
punishment and the formula without punishment. This study choosed the formula
without punishment in scoring the students’ answers on pre-test and post-test. The
formula is drawn as follows:
S = R
In which:
S : Obtained score (Raw Score)
R : Right anwer
This formula is an easy form of formula that used to measure the students’
knowledge. It makes the scoring technique clearer to know the pure score of
students’ answers. This technique provides an easy measurement to analyze and to
count the students’ right answer.
37
CHAPTER IV
RESEARCH FINDING AND DISCUSSION
In this chapter, the writer shows the Profil of the School, the Subject of the
Study, the Research Finding, the Measurement’s Result of Validity and Reliability,
the Descriptive Analysis, the Analysis of Normality, the Analysis of Homogeneity,
the Independent T-test and Discussion of the Research Finding and Result.
4.1 The Profil of the School
This experimental research study was conducted on the seventh grade students
of SMP Negeri 2 Ambarawa in the academic year 2020/2021. The research was
held from November 9, 2020 to December 2, 2020. This school is one of the most
favorite school in Semarang Regency that win many academic and non-academic
competitions in various levels. The school’s administrator also provides sufficient
rooms and good facilities to assist students’ needs, such as library, laboratory,
mosque, basketball court, administration’s room, principal’s room, teachers’ office
OSIS room and also canteen. There are 21 classrooms in which 7 classes for grade
VII, 7 classes for grade VIII and 7 classes are for grade IX. SMP Negeri 2
Ambarawa has 38 teachers, and there are three English teachers. The number of the
students comprised 691 students.
4.2 Subject of the Study
The researcher asked the seventh grade students of SMP Negeri 2 Ambarawa
to be the subject of this research. The research was carried out by involving three
groups of classes. The classes were selected based on the TAPKA (Tatap Muka)
38
rundown during the pandemic. The classification of the group is showed in table
below:
Table 4.1 The Data of Respondents
Class Group Students
VII F-2 Tryout 15
VII F-1 Control 15
VII E-2 Experimental 15
Total 45
Based on the table, the VII F was divided into two groups in which, VII F-2 as
the tryout group, while VII F-1 into the control group. Furthermore, the
experimental group consisted of students on the VII E-2. The tryout group consisted
of 15 students, the control group comprised 15 students, and the experimental group
also consisted of 15 students.
4.3 Research Finding
This study was attempted to find the improvement of seventh grade students’
vocabulary mastery after being taught by using “Spelling Bee game” as the
technique. The researcher decided to use spelling bee game as the technique
because it is an unfamiliar game that rarely being used by the English teachers of
SMPN 2 Ambarawa in teaching vocabulary. Furthermore, this “Spelling Bee game”
is an easy game to be applied because it does not need any tools. Inaddition, any
level students can join and play it. Spelling bee game is a good innovation technique
to teach vocabulary. By implementing spelling bee game, the teacher can make sure
that every student has remembered the new vocabularies taught presents. This game
39
can make students more interested in learning new vocabularies because students
can enhance their vocabulary mastery more easily.
In this research, the researcher used control and experimental group to find the
result of conducting the study. The researcher collected the data by giving the tests,
so it concerned on the result of each test. In this session, the researcher shows the
scores of each test from the control and the experimental group. The result of
control group’s vocabulary tests are showed as follows:
Table 4.2 Scores of Control Group
No Sample Pre-test Post-test
1. S-1 90 60
2. S-2 93,3 90
3. S-3 73,3 73,3
4. S-4 70 63,3
5. S-5 83,3 93,3
6. S-6 70 63,3
7. S-7 100 86,6
8. S-8 80 100
9. S-9 93,3 100
10. S-10 100 93,3
11. S-11 90 96,6
12. S-12 86,6 90
13. S-13 96,6 93,3
14. S-14 100 93,3
15. S-15 96,7 100
VII F-1 students as the samples in control group showed the reduction and also
the increase scores of their tests’ result without having treatment between two tests.
In which, there are 6 students indicated the increase of their score and 13 students
showed the reduction from pre-test to post-test score inaddition only one student
(S-3) had the same score in both tests. The experimental group also have done the
40
pre-test and post-test session. The result of experimental group’s vocabulary tests
are showed in the following table:
Table 4.3 Scores of Experimental Group
No Sample Pre-test Post-test
1. S-1 83,3 100
2. S-2 96,6 96,6
3. S-3 83,3 100
4. S-4 83,3 96,6
5. S-5 93,3 96,6
6. S-6 93,3 100
7. S-7 90 90
8. S-8 76,6 93,3
9. S-9 100 100
10. S-10 80 96,6
11. S-11 86,6 100
12. S-12 76,6 83,3
13. S-13 63,3 90
14. S-14 100 100
15. S-15 96,6 96,6
VII E-2 students as the samples in experimental group only showed the
increase scores of their tests’ result after having the treatment by playing “Spelling
Bee game” between two tests. Furthermore, sample number 2 (S-2) showed similar
scores in two tests.
4.3.1 Validity and Reliabilty
This part describes the measurement of validity and reliability.
a. Validity
Validity is a test qualification that should be done before using the test to
a study. This qualification required the researcher to measure the test whether it is
an appropriate test or not. In this study, the researcher applied content validity to
41
ensure the validity of the test. Before using the test, the researcher consulted the
materials of the test with the English teacher. The items of the tests as the
instrument of the study were approved by the advisor and an English teacher.
In order to find out whether the test was suitable with the students’
ability, the researcher also measured the validity of the test by using SPSS
software. The test was adequated into valid if the result is higher than 0.50. The
validity result is showed below:
Table 4.4 Validity Statistics
Referring to the validity measurement on SPSS software and the result
consultancy from two expert, the instrument that used by the researcher was valid.
These were proved by the result of the measurement 0.848 and 0.834. It meant
that the instrument is valid. Based on the validation rubric, the validators assigned
that the instrument passed the expectations because there were thirteen items with
4 score and only 1 item with 3 score. After all, the instrument of the study was
defined into valid to be used.
Correlations
PREE POST SUM
PREE Pearson Correlation 1 ,416 ,848**
Sig. (2-tailed) ,109 ,000
N 16 16 16
POST Pearson Correlation ,416 1 ,834**
Sig. (2-tailed) ,109 ,000
N 16 16 16
SUM Pearson Correlation ,848** ,834** 1
Sig. (2-tailed) ,000 ,000
N 16 16 16
**. Correlation is significant at the 0.01 level (2-tailed).
42
b. Reliability
The researcher also measured the reliability score of the test before doing
the research. This reliability test was used to find the consistency of the test result.
According to Graham (2012), the test can be reliable if the result is higher than
0.60. Furthermore, SPSS software is used to measure the reliability of the tests.
Based on the computation, the result of the reliability comprised into 0.687. It
meant that it was higher than 0.60. Hences the instrument was reliable to be used.
The measurement of reliability is denoted as follows:
Table 4.5 Reliability Statistics
Reliability Statistics
Cronbach's
Alpha N of Items
,687 2
4.3.2 Descriptive Analysis
In this part the researcher shows result of the comparison between control
and experimental group. The table is showed below:
Table 4.6 Test Descriptive Analysis
Descriptive Statistics
N Mean Std. Deviation
Statistic Statistic Std. Error Statistic
PREE_CONTROL 15 26,07 ,796 3,081
PREE_EXPERIMENTAL 15 29,87 ,842 3,262
Valid N (listwise) 15
As showed in table 4.6, the researcher measured the pre-test score of control
and experimental group. The mean of pre-test for the control group was 26.07,
meanwhile the experimental group was 29.87. The standard deviation of the control
group was 3.081 and 3.262 for the experimental group.
43
4.3.3 Analysis of Normality
The researcher used one sample Kolmogorov- Smirnov to know the
standard normality of the groups. It can be seen on the following table:
Table 4.7 The Normality of Pre-test One-Sample Kolmogorov-Smirnov Test
One-Sample Kolmogorov-Smirnov Test
PREE_CONTR
OL
PREE_EXPERI
MENTAL
N 15 15
Normal Parametersa,b Mean 26,27 29,87
Std. Deviation 3,262 3,081
Most Extreme Differences Absolute ,169 ,135
Positive ,126 ,102
Negative -,169 -,135
Kolmogorov-Smirnov Z ,655 ,522
Asymp. Sig. (2-tailed) ,784 ,948
a. Test distribution is Normal.
b. Calculated from data.
Based on the table Asymp. Sig. (2-tailed), the analysis of standard normality
of the control group was 0.784 and in experimental group was 0.948. It was showed
that the data distribution of each control and experimental group are normal, it was
set because the score was higher than 0.05.
4.3.4 Analysis of Homogeneity
The homogeneity test was used to identify if the variants in the test are the
same or not. As the criteria of testing, if the significance score of the test was higher
than 0.05 it could be concluded that the variants were the same or homogenous,
meanwhile if the result was lower than 0.05, it meant that the variants were not the
same or homogenous. The result can be seen in the following tables (Levene
Statistic):
44
Table 4.8 Test of Homogeneity of Pre-test in Control and Experimental Group
Test of Homogeneity of Variances
PreeTest
Levene Statistic df1 df2 Sig.
,274 1 28 ,605
Table 4.9 Test of Homogeneity of Post-test in Control and Experimental Group
Test of Homogeneity of Variances
PostTest
Levene Statistic df1 df2 Sig.
,122 1 28 ,801
The Levene’s Statistic Test for Equality of Variences indicated
homogeneity of the test was F=0.122. Furthermore the significance of homogeneity
of the test was 0.801, hences that higher than 0.05, it meant that the data was
homogenous or equal.
4.3.5 Independent Sample T-test
The researcher used Levene’s test for equality of variances to measure the
independent sample T-test of the study. The table is showed below:
Table 4.10 Post-test
Independent Samples Test
Levene's Test
for Equality of
Variances t-test for Equality of Means
F Sig. T Df
Sig. (2-
tailed)
Mean
Differ
ence
Std. Error
Differenc
e
95% Confidence Interval of
the Difference
Lower Upper
Equal variances
assumed
12,922 ,061 -
2,468
28 ,001 -2,867 1,162 -5,246 -,487
Equal variances
not assumed
-
2,468
17,317 ,000 -2,867 1,162 -5,314 -,419
45
Table 4.11 Comparison of Post-test in Control and Experimental Group
Comparison of Post – test Result in Control and Experimental Class
Descriptive Statistics
Mean N Std. Deviation Minimum Maximum
Std. Error of
Kurtosis
Control 25,93 15 4,250 18 30 1,121
Exsperimental 28,80 15 1,474 25 30 1,121
Total 27,37 30 3,449 18 30 ,833
The result of independent sample t-test showed that the Sig. (2-tailed) was
0.000, and the result was 25.93 for the control group and 28.80 for the experimental
group. It showed that the students’ condition after the treatment had different mean
scores. In other words, there was significant different mean scores of the students
after getting spelling bee game as the treatment in learning vocabulary. It can be
concluded that Ho was rejected, while H1 was accepted.
4.4 Research Discussion
The test was conducted to find out the effectiveness of spelling bee game in
improving students’ vocabulary mastery of the seventh graders of SMP Negeri 2
Ambarawa in the academic year 2020/2021.
This research showed that spelling bee game positively affected students as
young learners in remembering and also learning vocabulary. The result was proven
by the measurements of each tests that had been done by the participants. In line
with the study on Yusuf, Mustafa and Alqinda in 2017, the participants got 62.52
in pre-test and 88.76 in post-test, hences the participants showed higher score after
getting the treatment of the study. In guiding by the previous study, initially, the
researcher conducted the pre-test session to examine the first condition of the
students as the participants. After getting the pre-test, the participants in
46
experimental group were given treatments for two days continuously. The last
process was post-test which was undertaken by the participants to find out the result
after getting the treatment.
Based on the Descriptive Analysis Table (4.6), it mentioned that there are two
groups have joined the study. The control group involved 15 students and also 15
students for experimental group. In the pre-test session, the control group got 26.07
and the experimental group got 29.87 for the mean. Then Table (4.7) about the
normality showed that the result of the normality test of the pre-test showed that
sig. (2-tailed)= 0.784 for the control group and 0.948 for the experimental group. It
could be concluded that the pre-test in control and experimental group were normal,
because both of the scores were higher than 0.05. After that, in Table (4.9) denoted
that the significance score of post-test between the control and experimental groups
were 0.801 ≥ (0.05). In conclusion, the data of the post-test of control and
experimental group were equal or homogenous or had same variances.
After attaining the result of the homogeneity test, the researcher continued in
examining the post-test as the result after giving the treatment by using T-test. In
Table (4.10), it showed that the independent sample T-test for the post-test was
2.468 and the degree of freedom (df)= 28. On Levene’s Test for Equality of
Variences column showed that the sig is 0.061 ≥ 0.05, it meant that the sample was
homogenous.
The sig (2-tailed) of t-test for equality of mean = 0.000 < 0.05, it could be
indicated that there was a significance between two means score of the control
group and the experimental group after getting the treatment. Then the Table (4.11)
47
mentioned about the Descriptuve Statistic of the post-test, it showed that the mean
of the control group was 25.93 and 28.80 for the experimental group. It denoted
that the capability of each groups was relatively different after getting the treatment.
It indicated that Ho was rejected while H1 was accepted.
Furthermore, the result of this study showed the related result of the study on
Puspitasari and Mayasari in 2018, it found out that spelling bee can help students
in improving their vocabulary mastery. It was proved by the experimental group
got higher score than control group in post-test session.
Thus, the researcher proved that using spelling bee game in teaching
vocabulary mastery was effective for students in young learner ages. Finally, based
on the result above, this study found that the use of spelling bee game method had
an effect on vocabulary mastery of seventh graders of junior high school.
48
CHAPTER V
CONCLUSION AND SUGGESTIONS
In this chapter, the Conclusion of the study and Suggestions are mentioned
by the researcher.
5.1 Conclusion
This study was conducted to investigate the improvement of students’
vocabulary mastery after being taught using spelling bee game. Grounded on the
results of the data analysis, this study indicated that improving students’ vocabulary
mastery could be effectively achieved by using spelling bee game. It could be
proven by seeing the mean score of the experimental group and the control group
in the post-test. The mean of the experimental group was 28,80, meanwhile the
mean of the control group was 25,93. It could be concluded that the experimental
group has higher score than the control group. It was evidenced by the result of the
independent t-test in which the sig (2-tailed) was 0.000 < 0.05 indicating that there
was a significant difference in the result of the pre-test and the post-test in the
experimental group. It could be concluded that Ho was rejected while H1 was
accepted.
Based on the finding of this study, teaching vocabulary through spelling bee
game could help students in improving their vocabulary mastery. The majority of
students achieved better score after getting the treatment is provided. By viewing
the result from post-test and pre-test indicated a good improvement of students’
49
vocabulary mastery, which refected the usefullness of spelling bee game in teaching
vocabulary to young learners.
5.2 Suggestions
After carrying out the research, the reseacher hoped that this study could be
useful for the teacher, the students and also the next researcher. The researcher gave
some suggestions that presented below.
1. For the Teacher
Spelling bee game can be a good choice as a technique in teaching vocabulary
since this technique gives a good impact to the students and also can catch their
interest during the learning. Nowdays, teacher should be flexible and
understand students’ need, therefore, by using spelling bee game the teaching
learning process can be fun, enjoyable and interesting.
2. For the Students
By participating the teaching learning process using spelling bee game,
students can be more active in giving their view about the learning. Students
also should be positive to develop the motivation and against the laziness
during the learning.
3. For the Next Researcher
The researcher expected that spelling bee game can be a good topic to conduct
further research. Hopefully, this spelling bee game can be used in teaching
other skills in learning English. Furthermore, with next researcher, the result of
using spelling bee game will be more useful to imporve English learning
process.
50
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53
APPENDICES
54
55
56
57
58
SILABUS K13
MATA PELAJARAN BAHASA INGGRIS
SMP NEGERI 2 AMBARAWA
KELAS VII
Tahun Pelajaran 2020/2021
Kompetensi Inti :
KI 1: Menghargai dan menghayati ajaran agama yang dianutnya
KI 2: Menghargai dan menghayati perilaku jujur, disiplin, tanggungjawab,
peduli (toleransi, gotong royong), santun, percaya diri, dalam
berinteraksi secara efektif dengan lingkungan sosial dan alam dalam
jangkauan pergaulan dan keberadaannya.
KI 3: Memahami pengetahuan (faktual, konseptual, dan prosedural)
berdasarkan rasa ingin tahunya tentang ilmu pengetahuan, teknologi,
seni, budaya terkait fenomena dan kejadian tampak mata.
KI 4: Mencoba, mengolah, dan menyaji dalam ranah konkret (menggunakan,
mengurai, merangkai, memodifikasi, dan membuat) dan ranah abstrak
(menulis, membaca, menghitung, menggambar, dan mengarang) sesuai
dengan yang dipelajari di sekolah dan sumber lain yang sama dalam
sudut pandang/teori.
Kompetensi Dasar Materi Pembelajaran Kegiatan Pembelajaran Alokasi
Waktu
3.5 Memahami fungsi sosial, struktur teks, dan unsur kebahasaan pada teks untuk menyatakan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik yang dekat dengan kehidupan siswa sehari-hari.
Teks lisan dan tulis
untuk menyatakan
dan menanyakan
nama dan jumlah
binatang, benda,
dan bangunan
publik yang dekat
dengan kehidupan
siswa sehari-hari
Fungsi sosial
Mengenalkan,
mengidentifikasi
benda, binatang,
bangunan umum.
Struktur teks
(ungkapan hafalan,
tidak perlu
dijelaskan tata
bahasanya)
Mengamati
Siswa terbiasa atau sering mendengar dan menyaksikan guru dan warga sekolah lain menyebutkan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik, dalam bahasa Inggris (keteladanan).
Menanya
Dengan bimbingan dan
arahan guru, siswa
menanyakan dan
mempertanyakan antara
lain tentang perbedaan
antara cara menyebutkan
dan menanyakan nama
24 JP
59
4.6 Menyusun teks
lisan dan tulis
untuk
menyatakan
dan
menanyakan
nama binatang,
benda, dan
bangunan
publik yang
dekat dengan
kehidupan
siswa sehari-
hari, dengan
memperhatikan
fungsi sosial,
struktur teks,
dan unsur
kebahasaan
yang benar dan
sesuai konteks.
a. Are they your toys? Which one is your book? What is in your pocket? Who has a red pen?
dan semacamnya.
Unsur kebahasaan
(1) Nama binatang di lingkungan rumah dan sekolah siswa: hen, chicks, house lizard, dragon fly, cockroaches, mosquitoes, dll.
(2) Nama benda di lingkungan rumah dan sekolah: table, pillow, toy, mug, book shelf, pen, bag, dll.
(3) Nama bangunan umum: the post office, the bank, the hospital, dll.
(4) Kata tanya What?Which one? How many?
(5) Penyebutan kata benda singular dengan a dan the, dan plural (-s).
(6) Kata ganti it, they, this, that, those, these.
dan jumlah binatang,
benda, dan bangunan
publik, dalam bahasa
Inggris dengan yang ada
dalam bahasa Indonesia,
kemungkinan
menggunakan ungkapan
lain, akibat jika tidak
melakukan, dsb.
Mengumpulkan
Informasi
Siswa mendengarkan dan menyaksikan banyak contoh interaksi dengan menyebutkan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik dalam bahasa Inggris dari film, kaset, buku teks, dsb.
Siswa menirukan contoh-contoh interaksi dengan menyebutkan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik dalam bahasa Inggris dengan ucapan, tekanan kata, intonasi, dan sikap yang benar.
Dengan bimbingan dan arahan guru, siswa mengidentifikasi ciri-ciri (fungsi sosial, struktur teks, dan unsur kebahasaan) interaksi menyebutkan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik.
60
(7) Ungkapan There is/are..., Are there ...?
(8) Kata kerja yang menunjuk tindakan yang sangat lazim dan terkait dalam simple present tense: be, have, go, play,get, take, dan sebagainya.
(9) Ucapan, tekanan kata, Intonasi
(10) Ejaan dan tanda baca
(11) Tulisan tangan.
Topik Benda, binatang,
bangunan umum
yang terdapat di
lingkungan siswa,
dengan
memberikan
keteladanan
tentang perilaku
jujur, disiplin,
percaya diri,
bertanggung
jawab, dan kerja
sama.
Secara kolaboratif, siswa berusaha menggunakan bahasa Inggris untuk menyebutkan dan menanyakan nama dan jumlah binatang, benda, dan bangunan publik dalam konteks pembelajaran, simulasi, role-play, dan kegiatan lain yang terstruktur.
Mengasosiasi.
Siswa memperoleh balikan (feedback) dari guru dan teman tentang fungsi sosial dan unsur kebahasaan yang digunakan.
Mengkomunikasikan
Siswa berupaya berbicara secara lancar dengan ucapan, tekanan kata, intonasi yang benar dan menulis dengan ejaan dan tanda baca yang benar, serta tulisan yang jelas dan rapi.
61
RENCANA PELAKSANAAN PEMBELAJARAN
(RPP)
Sekolah : SMP Negeri 2 Ambarawa
Mata Pelajaran : Bahasa Inggris
Kelas/Semester : VII / Ganjil
Materi Pokok : Things around us!
Moda : Tapka
Alokasi Waktu : 2 Minggu x 1 Jam Pelajaran @60 Menit
Kompetensi Dasar :
3.5 Memahami fungsi sosial, struktur teks, dan unsur kebahasaan pada teks untuk
menyatakan dan menanyakan nama dan jumlah binatang, benda, dan bangunan
publik yang dekat dengan kehidupan siswa sehari-hari.
4.5 Menyusun teks lisan dan tulis untuk menyatakan dan menanyakan nama
binatang, benda, dan bangunan publik yang dekat dengan kehidupan siswa
sehari-hari, dengan memperhatikan fungsi sosial, struktur teks, dan unsur
kebahasaan yang benar dan sesuai konteks.
Tujuan Pembelajaran :
Melalui tayangan video mengenai Spelling Bee game, diskusi dalam kelompok serta
Spelling Bee game, siswa dapat menentukan menyatakan nama benda dan bangunan
publik yang dekat dengan kehidupan siswa sehari-hari dalam suatu bentuk
pertanyaan.
Kegiatan pembelajaran :
1. Guru menyapa siswa, menanyakan kabar dan mencatat presensi siswa yang hadir.
2. Guru menunjukkan suatu video tentang Spelling Bee game.
3. Guru melakukan tanya jawab pemahaman siswa tentang pelafalan abjad dalam
Bahasa Inggris.
4. Guru membagi siswa dalam 4 kelompok sesuai tempat duduk dan memberikan
sebuah gambar dan disiswa diminta untuk menganalisis nama benda dan mencari
bentuk Bahasa Inggris benda tersebut.
5. Guru meminta kelompok siswa maju kedepan untuk memainkan Spelling Bee
game.
62
Penilaian :
1. Pengetahuan :
Guru meminta siswa untuk mengerjakan soal pilihan ganda yang telah disiapkan
(post-test)
2. Keterampilan :
Guru meminta siswa untuk menyebutkan bentuk Bahasa Inggris dari nama
binatang, benda, dan bangunan secara lisan selama memainkan Spelling Bee
game.
Intrumen Penilaian
1. Penilaian pengetahuan :
Soal menggunakan bentuk multiple choice (soal terlampir)
2. Penilaian keterampilan :
Selama ssiwa melakukan praktik Spelling Bee game. (rubrik terlampir)
Semarang, 17 November 2020
Mengetahui
Guru Pembimbing Penelitian Mahasiswa
Diah Ayu Citraningrum, S.Pd
Gita Husna Afifah
63
LAMPIRAN 1
BAHAN AJAR BAHASA INGGRIS KELAS VII TAHUN 2020/2021
CHAPTER
5
Things around us!
Pertemuan : 1
Guru menunjukkan suatu video tentang Spelling Bee game.
Activity 1 : Watch this following video carefully!
Link : https://www.youtube.com/watch?v=6IUhKGqjRFk&t=90s
Guru melakukan tanya jawab pemahaman siswa tentang pelafalan abjad dalam
Bahasa Inggris.
Activity 2 : Let’s learn alphabet!
Link : https://www.youtube.com/watch?v=75p-N9YKqNo
64
Guru membagi siswa dalam 4 kelompok sesuai tempat duduk dan memberikan
sebuah gambar dan disiswa diminta untuk menganalisis nama benda dan mencari
bentuk Bahasa Inggris benda tersebut.
Activity 3 : Let’s play Spelling Bee game!
Instruksi : Cari bentuk Bahasa Inggris dari benda yang ada di gambar!
(secara kelompok)
Vocab :
Blackboard = Papan tulis
Globe = Globe/Tiruan bumi
Bookcase = Rak buku
Aquarium = Akuarium
Windows = Jendela
Maps = Peta
Calender = Kalender
Pictures = Gambar
Vase = Vas bunga
Book = Buku
Chalk = Kapur
Scissor = Gunting
Pencil = Pensil
Ruler = Penggaris
Pen = Pulpen
Bag = Tas
Table = Meja
Chair = Kursi
Guru meminta kelompok siswa maju kedepan untuk memainkan Spelling Bee
game.
Activity 4 : Let’s go!
65
LAMPIRAN 2
Rubrik Penilaian Pengetahuan Pilihan Ganda
Nomor Soal Bobot Soal
1 - 30 1
Jumlah skor maksimal 100
Jika benar 1 nomor mendapat poin 1
Jika salah 1 nomor mendapat poin 0
Penentuan nilai = N = Poin perolehan
3
LAMPIRAN 3
Rubrik Peneliaian Keterampilan
No Aspek yang
dinilai
Nilai
2 3 4
1. Pelafalan Terdapat banyak
kesalahan dalam
pengucapan abjad
Terdapat sedikit
kesalahan dalam
pengucapan abjad,
tetapi abjad yang
dimaksud sesuai
dengan abjad yang
benar
Tidak ada kesalahan
dalam pengucapan
dan setiap abjad
diucapkan dengan
benar
2. Intonasi Terdapat banyak
jeda dan tidak ada
keyakinan dengan
abjad yang
diucapkan
Terdapat sedikit
keraguan dalam
mengucapkan abjad
dan memerlukan
waktu sedikit lama
Tidak ada keraguan
dalam mengucapkan
abjad dan terdengar
yakin dalam
mengucapkannya
3. Ketepatan
abjad
Abjad yang
diucapkan salah
lebih dari 3 kali
Abjad yang
diucapkan sedikit
melenceng dengan
kata yang diberikan
Abjad yang
diucapkan sesuai
dengan kata yang
diberikan
Jumlah
Skor maksimal 12
Penentuan nilai = N = Poin perolehan
3
X 10
X 25
Contoh : N = 12
3
= 4 X 25
= 100
X 25
Contoh : N = 30
3
= 10 X 10
= 100
X 10
66
RENCANA PELAKSANAAN PEMBELAJARAN
(RPP)
Sekolah : SMP Negeri 2 Ambarawa
Mata Pelajaran : Bahasa Inggris
Kelas/Semester : VII / Ganjil
Materi Pokok : Things around us!
Moda : Tapka
Alokasi Waktu : 2 Minggu x 1 Jam Pelajaran @60 Menit
Kompetensi Dasar :
3.5 Memahami fungsi sosial, struktur teks, dan unsur kebahasaan pada teks untuk
menyatakan dan menanyakan nama dan jumlah binatang, benda, dan bangunan
publik yang dekat dengan kehidupan siswa sehari-hari.
4.5 Menyusun teks lisan dan tulis untuk menyatakan dan menanyakan nama
binatang, benda, dan bangunan publik yang dekat dengan kehidupan siswa
sehari-hari, dengan memperhatikan fungsi sosial, struktur teks, dan unsur
kebahasaan yang benar dan sesuai konteks.
Tujuan Pembelajaran :
Melalui diskusi dalam kelompok serta Spelling Bee game, siswa dapat menentukan
menyatakan nama benda dan bangunan publik yang dekat dengan kehidupan siswa
sehari-hari dalam suatu bentuk pertanyaan.
Kegiatan pembelajaran :
1. Guru menyapa siswa, menanyakan kabar dan mencatat presensi siswa yang
hadir dan mereview pembelajaran pada pertemuan yang lalu.
2. Guru meminta kelompok siswa maju kedepan untuk memainkan Spelling Bee
game.
67
Penilaian :
1. Pengetahuan :
Guru meminta siswa untuk mengerjakan soal pilihan ganda yang telah disiapkan
2. Keterampilan :
Guru meminta siswa untuk menyebutkan bentuk bahasa inggris dari nama
binatang, benda, dan bangunan secara lisan selama memainkan Spelling Bee
game.
Intrumen Penilaian
1. Penilaian pengetahuan dilakukan dengan :
Soal menggunakan bentuk multiple choice (soal terlampir) dalam bentuk bahan
ajar
2. Penilaian keterampilan dilakukan dengan :
Keterampilan siswa selama melakukan praktik Spelling Bee game. (rubrik
terlampir)
Semarang, 17 November 2020
Mengetahui
Guru Pembimbing Penelitian Mahasiswa
Diah Ayu Citraningrum, S.Pd
Gita Husna Afifah
68
LAMPIRAN 1
BAHAN AJAR BAHASA INGGRIS KELAS VII TAHUN 2020/2021
CHAPTER
5
Things around us!
Pertemuan : 2
Guru menyapa siswa, menanyakan kabar dan mencatat presensi siswa yang
hadir dan mereview pembelajaran pada pertemuan yang lalu.
Activity 1 : Let’s review our knowledge!
Instruksi : Sebutkan nama nama benda yang ada digambar dibawah ini.
Guru meminta kelompok siswa maju kedepan untuk memainkan Spelling Bee
game.
Activity 2 : Let’s play again!
Instruksi : Cari bentuk bahasa inggris dari daftar noun di bawah ini!
1. Selimut
2. Sendok
3. Guling
4. Tirai
5. Serbet
6. Talenan
7. Sarung tangan
8. Jam dinding
9. Bel rumah
10. Televisi
69
LAMPIRAN 2
Rubrik Penilaian Pengetahuan Pilihan Ganda
Nomor Soal Bobot Soal
1 - 30 1
Jumlah skor maksimal 100
Jika benar 1 nomor mendapat poin 1
Jika salah 1 nomor mendapat poin 0
Penentuan nilai = N = Poin perolehan
3
LAMPIRAN 3
Rubrik Peneliaian Keterampilan
No Aspek yang
dinilai
Nilai
2 3 4
1. Pelafalan Terdapat banyak
kesalahan dalam
pengucapan abjad
Terdapat sedikit
kesalahan dalam
pengucapan abjad,
tetapi abjad yang
dimaksud sesuai
dengan abjad yang
benar
Tidak ada kesalahan
dalam pengucapan
dan setiap abjad
diucapkan dengan
benar
2. Intonasi Terdapat banyak
jeda dan tidak ada
keyakinan dengan
abjad yang
diucapkan
Terdapat sedikit
keraguan dalam
mengucapkan abjad
dan memerlukan
waktu sedikit lama
Tidak ada keraguan
dalam mengucapkan
abjad dan terdengar
yakin dalam
mengucapkannya
3. Ketepatan
abjad
Abjad yang
diucapkan salah
lebih dari 3 kali
Abjad yang
diucapkan sedikit
melenceng dengan
kata yang diberikan
Abjad yang
diucapkan sesuai
dengan kata yang
diberikan
Jumlah
Skor maksimal 12
Penentuan nilai = N = Poin perolehan
3
X 10
X 25
Contoh : N = 12
3
= 4 X 25
= 100
X 25
Contoh : N = 30
3
= 10 X 10
= 100
X 10
70
PRE TEST
Instruction: Choose the correct answer of these following questions!
1. “Papan tulis” in English is?
a. Blackboard b. Black marker
2. “Buku pelajaran” in English is?
a. Book case b. Text book
3. “Gunting” in English is?
a. Scissor b. Glasses
4. “Peraut pensil” in English is?
a. Coloured pencil b. Pencil sharpener
5. “Penghapus” in English is?
a. Eraser b. Ruler
6. “Pintu” in English is?
a. Window b. Door
7. “Kertas” in English is?
a. Pepper b. Paper
8. “Lampu” in English is?
a. Lamp b. Curtain
9. “Tirai” in English is?
a. Curtain b. Stapler
10. “Staples” in English is?
a. Stapler b. Clock
11. “Ransel” in English is?
a. Backpack b. Notebook
12. “Buku tulis” in English is?
a. Book case b. Notebook
13. “Lem” in English is?
a. Eraser b. Glue
14. “Rak buku” in English is?
a. Book b. Book case
15. “Kursi” in English is?
a. Chair b. Table
71
16. “Kapur” in English is?
a. Chalk b. Marker
17. “Spidol” in English is?
a. Marker b. Chalk
18. “Almari” in English is?
a. Cupboard b. Chalk
19. “Kotak pensil” in English is?
a. Pencil case b. Pencil
20. “Laci” in English is?
a. Drawer b. Cupboard
21. “Tinta” in English is?
a. Ink b. Link
22. “Pulpen” in English is?
a. Spidol b. Pen
23. “Stabilo” in English is?
a. Highlighter b. Marker
24. “Peta” in English is?
a. Stapler b. Maps
25. “Kotak bekal” in English is?
a. Lunch box b. Lunch
26. “Keset” in English is?
a. Mat b. Trash can
27. “Tempat sampah” in English is?
a. Drawer b. Trash can
28. “Kamus” in English is?
a. Dictionary b. University
29. “Atap” in English is?
a. Roof b. Top
30. “Ventilasi” in English is?
a. Drawer b. Vent
72
POST TEST
Instruction: Choose the correct answer of these following questions!
1. “Tempat tidur” in English is?
a. Bed b. Bedroom
2. “Selimut” in English is?
a. Pillow b. Blanket
3. “Bantal” in English is?
a. Pillow b. Bolster
4. “Kaca” in English is?
a. Mirror b. Bolster
5. “Guling” in English is?
a. Bolster b. Hanger
6. “Gantungan baju” in English is?
a. Cupboard b. Hanger
7. “Serbet” in English is?
a. Bed sheet b. Napkin
8. “Seprei” in English is?
a. Fan b. Bed sheet
9. “Kipas angin” in English is?
a. Bookshelf b. Fan
10. “Penanak nasi” in English is?
a. Stove b. Rice cooker
11. “Piring” in English is?
a. Bowl b. Plate
12. “Gelas” in English is?
a. Glass b. Fork
13. “Garpu” in English is?
a. Fork b. Spoon
14. “Cangkir” in English is?
a. Tea pot b. Cup
73
15. “Teko” in English is?
a. Cup b. Tea pot
16. “Taplak meja” in English is?
a. Dining table b. Tablecloth
17. “Pisau” in English is?
a. Kettle b. Knife
18. “Kompor” in English is?
a. Gas b. Stove
19. “Talenan” in English is?
a. Cutting board b. Faucet
20. “Sabun” in English is?
a. Shower b. Soap
21. “Kloset” in English is?
a. Water dipper b. Toilet
22. “Handuk” in English is?
a. Bathtub b. Towel
23. “Pasta gigi” in English is?
a. Toothpaste b. Toothbrush
24. “Kotak bekal” in English is?
a. Toothpaste b. Toothbrush
25. “Sepeda” in English is?
a. Bicyecle b. Motorcycle
26. “Sarung tangan” in English is?
a. Drawer b. Glove
27. “Dinding” in English is?
a. Wall b. Roof
28. “Garasi” in English is?
a. Garage b. Attic
29. “Gerbang” in English is?
a. Gerage b. Gate
30. “Ruang makan” in English is?
a. Bedroom b. Dining room
74
Permission Letter
75
School Recommendation
76
Answer Sheet
77
78
79
80
DOCUMENTATION
Pre-Test of Experimental Class
Treatment to Experimental Class Using Spelling Bee
81
Post-Test of Experimental Class