The effectiveness of using text twist game to improve the student's vocabulary

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    THE EFFECTIVENESS OF USING TEXT TWIST GAME TO

    IMPROVE THE STUDENTS’ VOCABULARY MASTERY

    AT THE ELEVENTH GRADE OF SMAN 1 SAPURAN

    IN ACADEMIC YEAR 2012/2013

    A THESIS

    Submitted as a Partial Fulfillment of the requirement for the Attainment of

    Degree of Sarjana Pendidikan in English Education 

    By :

    Isnaini Hidayat

    092120157

    ENGLISH DEPARTMENT

    FACULTY OF TEACHER TRAINING AND EDUCATIONAL SCIENCES

    MUHAMMADIYAH UNIVERSITY OF PURWOREJO

    2013

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    MOTTOS

    Allah will not change the (good) condition of a people as long as they do not change

    themselves

    (QS. Ar-Ra’du: 11) 

    Science without religion is lame, and religion without science is blind

    (Albert Einsten)

    Knowing is not enough, we must apply. Willing is not enough, we must do

    (Johan Wolfgang)

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    DEDICATIONS

    With Gratitude and love, this thesis is dedicated to

      My beloved parents, (my father and my mother)

    “Alhamdulillah for the love, support, and motivation they have given. I know that

    their love will never end till the end of time. I always remember all the things they

    have given and have done for me” 

      To my brother

    “I„ll remember the things we have shared. Hope we can share it again soon. Wish

    you will be my best brother ever ” 

      My beloved Lina Triana Sari

    “Thank you very much for your true love, attention, and support that you have given

    to me” 

      My dearest all of best friend

    “Thank you very much for your true love, attention, and support that you have given

    to me” 

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    ACKNOWLEDGEMENTS

    In the name of Allah, the beneficent, the merciful. All praises be to Allah,

    the lord of the worlds, who has given the health and strength to the writer in

    completing this thesis. May Allah’s peace and blessing be upon His final Prophet

    and Messenger, Muhammad, his family and his companions.

    This thesis is presented to the English Department of Muhammadiyah

    University of purworejo as a partial fulfillment of the requirement for the Sarjana

    Pendidikan Degree of first strata.

    It is the great honor for the researcher to make acknowledgement of

    indebtedness to convey her sincere gratitude to Mrs. Titi Rokhayati, M. Pd., who

    has patiently given valuable advice and guidance to finalize this thesis.

    Alhamdulillah, the researcher has finished this thesis. Absolutely it is not

    only an effort by her self alone, there are many hands help her. In this occasion,

    he presents great honor to:

    1.  Drs. H. Supriyono, as the rector of Muhammadiyah University of Purworejo;

    2. 

    Drs. H. Hartono, M.M, the Dean of Teacher Training and Educational Faculty of

    Muhammadiyah University of Purworejo;

    3. 

    Semi Sukarni, M.Pd, the Head of English Department of Teacher Training and

    Educational Faculty of Muhammadiyah University of Purworejo;

    4.  Titi Rokhayati, M.Pd, as the researcher’s consultant who has given her time,

    support, guidance, kindness, contributions, and patience in correcting and helping

    his in finishing this thesis;

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    TABLE OF CONTENTS

    Title Page ......................................................................................................... i

    Approval Page .................................................................................................. ii

    Ratification Page .............................................................................................. iii

    Statements ........................................................................................................ iv

    Mottos .............................................................................................................. v

    Dedications ....................................................................................................... vi

    Acknowledgements .......................................................................................... vii

    Table of Contents ............................................................................................. ix

    List of Appendices ........................................................................................... xii

    Abstract ............................................................................................................ xiii

    CHAPTER I INTRODUCTION ................................................................... 1

    A. 

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

    B.  Identification of the Problem ..................................................................... 3

    C.  Limitation of the Problem .......................................................................... 5

    D.  Problem Statement ..................................................................................... 5

    E.  The Objectives Study ................................................................................. 5

    F. 

    Significance of the Study ........................................................................... 6

    G. 

    Definition of key term ................................................................................ 7

    CHAPTER II REVIEW OF RELATED THEORY ................................... 9

    A. 

    Theoretical Framework .............................................................................. 9

    1.  Definition of Teaching ....................................................................... 9

    2.  Definition of Learning ....................................................................... 10

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    3.  Relationship between Teaching and Learning .................................... 11

    4.  Vocabulary .......................................................................................... 12

    a. 

    Definition of Vocabulary .............................................................. 12

     b.  Types of Vocabulary ..................................................................... 13

    c.  Vocabulary .................................................................................... 15

    5. 

    Definition of Game ............................................................................. 16

    6.  Text twist game ................................................................................... 17

    B.  Conceptual Framework .............................................................................. 18

    C.  Hypothesis .................................................................................................. 20

    CHAPTER III RESEARCH METHODS .................................................... 21

    A.  Type of the Research .................................................................................. 21

    B.  Variabel of the Research ............................................................................ 22

    C. 

    Population, Sampling Technique, and Sample .......................................... 22

    D. 

    Research Instrument ................................................................................... 24

    E.  Technique for collecting data ..................................................................... 24

    F.  Technique of Data Analysis ....................................................................... 25

    1.  Descriptive Statistics ........................................................................... 25

    2.  Inferential Statistics ............................................................................ 26

    CHAPTER IV RESEARCH FINDINGS AND DISCUSSION .................. 29

    A. 

    Descriptive Analysis .................................................................................. 29

    1. 

    The Result of Pre-Test and Post-Test ................................................. 30

    a. 

    The Result of the Pre-test ............................................................. 32

     b.  The Result of the Post-test ........................................................... 33

    c.  The Result of the Pre-test and Post-test ....................................... 34

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    B.  Inferential Analysis .................................................................................... 36

    1.  Prerequisite Analysis Test ................................................................... 36

    a. 

    Test of Normality ......................................................................... 37

     b.  Test of Homogeneity.................................................................... 37

    c.  T-test findings .............................................................................. 38

    C. 

    Test of Hypothesis...................................................................................... 39

    1.  Level of Significance .......................................................................... 40

    2.   Null Hypothesis .................................................................................. 40

    D.  Discussion and Result of the Research ...................................................... 40

    1.  Descriptive Analysis Interpretation .................................................... 41

    a.  The Pre-test of vocabulary mastery ............................................ 41

     b.  The Post-test of vocabulary mastery ........................................... 41

    2. 

    Inferential Analysis Interpretation ...................................................... 42

    CHAPTER V CONCLUSION AND SUGGESTION ................................. 44

    A.  Conclusion.................................................................................................. 44

    B.  Suggestion .................................................................................................. 45

    BIBLIOGRAPHY

    APPENDICES

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    LIST OF APPENDICES

    Letters ................................................................................................ Appendix I

    Instrument of the Research................................................................ Appendix II

    The sample of pre-test ...................................................................... Appendix III

    The sample of post-test .................................................................... Appendix IV

    Table .................................................................................................. Appendix V

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    ABSTRACT

    Hidayat Isnaini. 2013. The Effectiveness of Using Text Twist Game to ImproveThe Students’ Vocabularies Mastery at The Eleventh Grade of SMAN 1 Sapuran

    in Academic Year 2012/2013.  A Thesis. English Department, The Faculty of

    Teacher Training and Educational Science, Muhammadiyah University of

    Purworejo. Consultant: Titi Rokhayati, M.Pd.

    Keywords: Effectiveness, Text Twist game, Vocabulary mastery.

    The objective of this research is to describe whether the use of Text twist

    game is effective or not to improve students’ vocabulary mastery at the eleventh

    grade of SMA N 1 Sapuran in academic year 2012/2013.

    The researcher used Text twist game to improve students’ vocabulary

    mastery as a teaching method to improving students’ vocabulary mastery at theeleventh grade of SMA N 1 Sapuran in academic year 2012/2013. This is a pre-

    experimental research. In this research, the researcher took 40 students at the

    eleventh grade of SMAN 1 Sapuran as the sample . Then, the researcher gave

     pre-test and post-test. The researcher taught vocabulary by using Text twist game

    to the experimental class. The researcher then statistically analyzed the data by

    using t-test separated variance.

    After analyzing the data, the researcher concluded that Using Text twist

    game to improve students’ vocabulary mastery at the eleventh grade of SMA N 1

    Sapuran in academic year 2012/2013 is effective. As the fact, the result of t-value

    is 5.39. Based on the 0.05 significant level, the value of t-table is 1.684. The result

    of computation shows that t-value is higher than t-table, that is 5.39>1.684.Another fact shows that the method used is effective. It is shown by the mean of

     post-test that is higher than the mean of pre-test. In the post-test, the mean is

    78.25. On the contrary, the mean of pre-test is 70.7. Based on the result finding,

    the researcher concluded that the used of Text twist game to improve students

    vocabulary mastery as a teaching method is effective in improving students’

    vocabulary mastery at the eleventh grade of SMA N 1 Sapuran in academic year

    2012/2013. It can be shown that the students’ vocabulary mastery increased.

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    CHAPTER I

    INTRODUCTION

    A.  Background of Study

    English is spoken all over the world. It is used as a means of international

    communication such as in daily life and international affairs among countries.

    English is the first foreign language in Indonesia. Beside that English is applied

    in many aspects of life like book are written in English, information about

    technology is often using English etc. That is why Indonesian government obliges

    English is being taught at every school from elementary school until university.

    English is essential to be taught for the younger people, for this case; students

    from the beginner up to the senior high school. In developing the students’ ability

    in mastering English, it cannot be separated from vocabulary mastery. Because it

    can be a measurement of students, understand in English.

    English teaching involves of four language skills, there are Listening,

    Speaking, Reading, and Writing. In teaching and learning a language, there are

    four aspects that support four language skills above such as: grammar, vocabulary,

    spelling, and pronunciation that are also taught in English teaching and learning

     process.

    Vocabulary is important aspect in the learning process. It is the basic in

    learning English because it will be needed by students when learn skill like

    reading, writing, speaking, and listening. Students who learn English must have a

    strong foundation on vocabulary in order to make them able to learn English

    easily.

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    Teaching vocabulary can be done through some ways or some techniques.

    One of it is by using game in teaching activities. In this case, students allow

    finding the words, which has same to the main word. They can work in-group or

    individually. They learn to share knowledge and information about targeted

    content, and willingly do this because it is naturally following part of the class

    activity. Using games to teach, the students will be more relaxed and more excited

    of course. One of it is Text twist game.

    Text twist game is one way to improve vocabulary mastery. By using Text

    twist game in teaching, indirectly, students might be improved their knowledge of

    English vocabulary. At least it will be raised their self-confidence for expressing

    themselves openly, especially in understanding the word. Students can share their

    knowledge and experience from others, including respectful listening and

    appropriate sharing of personal perspectives. Students also reported that their

    understanding of concepts were expressed and considered, at least we hope

    students can do not only in developing their vocabulary but also they are able to

     practice either in speaking or understanding of meaning of words.

    The researcher want to prove that using Text twist game is one of technique

    for the students in second grade for improving their vocabulary mastery. To be

     proved how far the text twist game could be influenced students’ vocabulary skill,

    in this occasion the researcher tries to elaborate everything related to the

    effectiveness of using Text twist game to improve the students’ vocabularies  

    mastery.

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    3.  Situation

    The situations also influence vocabulary mastery. Favorable situation

    greatly influences the students to increase their vocabulary. Situations in

    which students can learn vocabulary safely and comfortably.

    4.  Facilities

    Facilities also influence vocabulary mastery. In this modern era, it is a lot

    of facilities that can be used to teach vocabulary to students.

    From several factors that influence the vocabulary mastery, the methods

    greatly influence students’ mastery on vocabulary, because method is very

    important to be used in teaching learning process.

    In Senior High School, students are still in growth period to become

    adolescent; they still like playing and having fun. Teacher should use the students’

    characteristic in using teaching method. Based on the statement above, the

    researcher chooses Text twist game as a teaching method, because it will improve

    the students’ understanding of the vocabularies, make the students more active in

    the classroom and also improve the students’ motivation. There are some of the

     problems when student learning English, especially in vocabulary mastery:

    1.  Students lack of the vocabulary mastery

    2. 

    Teacher does not use various method in teaching English

    3. 

    Students get bored and lose their interest in learning English, so they

     become passive students.

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    C. Limitation of the problem 

    The researcher limits the study about, how to improve vocabulary for the

    students at the senior high school, through Text twist game in teaching learning

    English for the eleventh grade on the Senior High School.

    In this research, the researcher focus on to study about the effectiveness of the

    Text twist game, apply in teaching learning activity to build up students’

    vocabulary mastery.

    D.  Problem formulation

    Based on the importance of this research and the effort for increasing students

    in vocabulary mastery, to build up their understanding in vocabulary as many as

     possible, the researcher would like to formulate the problem in his research as

    follows: Is the use of Text twist game effective to improve students’ vocabulary

    mastery at the eleventh grade of SMA N 1 Sapuran in the academic year of

    2012/2013?

    E.  Objective of the study

    Based on the reason above, through this research the researcher wants to

    describe whether the use of Text twist game is effective or not to improve

    students’ vocabulary mastery at the eleventh grade of SMA N 1 Sapuran in

    academic year 2012/2013.

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    F. 

    Significance of the study

    a.  For student

    1) 

    The students are able to increase their skill in vocabulary mastery

    indirectly.

    2) 

    By applying Text twist game in teaching learning activity, hopes it can

    dig the student’s interest in English because the method is more fun

    and enjoyable.

    3)  Students will be more attracted in learning English without under

     pressure feeling and forced.

     b.  For the teacher

    1) 

    The teacher can motivate the students to improve their vocabulary

    through some models of the Text twist game.

    2)  Teaching vocabulary by using Text twist game is attractive and

    variously, so, it is able to improve student’s interest.  

    3)  It makes the students sharing with their friend, about their favorite

    things that can be implemented in their class.

    c.  For the Institution

    The Text twist game can be applied for all purposes English learning

    to increase student’s skill. It is not only for improving students’

    vocabulary skills but also, it can be applied in writing learning, even

    though for increasing students in reading skill relate to translate of

    difficult words. For the institution Text twist game can help students

    in general to develop their English capabilities so the School (the

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    institution) gets the achievements and prestige among the education

    institution.

    d. 

    For the public (the readers in general)

    The implementation of Text twist game for improving students’ ability

    in increasing their vocabulary, hoped, it can be followed by another

    teacher in teaching learning English activity. For improving students’

    vocabulary skill and capabilities in reading comprehension, writing

    skill and so on.

    G.  Definition of the key term

    To avoid misunderstanding and misinterpretation on the topic discussed, the

    researcher thinks it is better to state the definition of each key word or phrase

    stated in the title his choose:

    1. 

    Effectiveness

    Effectiveness is the capability of producing a desired result. When

    something is deemed effective, it means it has an intended or expected

    outcome, or produces a deep, vivid impression.

    (http://dictionary.com/d/effectiveness) 

    2.  Text twist game

    Text Twist is an online Java based game available at Yahoo.com and the

    inspiration of Scrabble Flash. (Lewis & Ferlazzo, 2011: 3)

    3. 

    Vocabulary

    Vocabulary is the total number of words in a language. He also says that

    vocabulary is all the words known to person or used in particular book,

    subject, etc. (Hornby, 1995: 1331)

    http://dictionary.com/d/effectivenesshttp://dictionary.com/d/effectivenesshttp://dictionary.com/d/effectivenesshttp://dictionary.com/d/effectiveness

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    4.  Mastery

    Mastery is great skill or knowledge. (Oxford Learner Dictionary New

    Edition, 1995, Oxford University Press)

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    CHAPTER II

    THEORETICAL REVIEW

    A. 

    Theoretical frame work

    1.  Definition of teaching

    Definition of teaching has developed from time to time, so that was not

     been a precise definition of teaching which cover all sides. However, numerous

    definitions of term have been generated from the way people actually teach.

    Hornby (2001: 1) says that teaching is derived from the word “teach”. It

    means to show somebody how to do something so that they will able to do it

    themselves. Besides, teaching is to give information to somebody about

     particular subject or help somebody to learning something.

    Brown (2000: 7) states that teaching is guiding and facilitating learning,

    enabling the learner to learn and setting the condition for learning. Teaching

    means showing or helping someone to learn how does something, providing

    with knowledge, causing to know or understand.

    Teaching is to give some knowledge or instruct or train someone, or to

    show somebody how to do something or to do change somebody‟s ideas.

    Teaching is about transmission of knowledge from teacher to students, or is it

    about creating conditions in which, somehow, students learn for themselves

    (Harmer, 2002: 56).

    Seeing many kinds of the definition about teaching above, there is no

    definition can be said perfect and satisfied by encompassing all aspect from

    many kinds of definition, the researcher make conclusion that teaching is an9

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    activity of teacher to help or guide his students to be able to master something

    taught by him.

    2. 

    Definition of Learning.

    The definition of learning depends on the theory of learning which is done

     by someone. Learning is the process of getting knowledge. The word learning

    is derived from a word „learn‟ by means again knowledge or skill in a subject

    or activity by a study.

    Learning is human activity which is done since they were born until die.

    Because learning is a process that is very important for human, without learning

    human cannot change himself to be better, so they will no more or less than

    animals that never think about how to change out their live, attitude, and

     behavior.

    According to Harmer (2002: 70), learning is human activity which at least

    needs manipulation by other. It is obtained from the people who know more or

    whom we called them as teacher. Another definition of learning is a process of

    creative construction involves trial and error.

    Brown (2000: 7) states that learning is acquiring or getting of knowledge of

    a subject or a skill by study experience, or experience. According to Brown, the

    components of the definition of learning are:

    1.  Learning is acquisition or getting something.

    2.  Learning is retention of information or skill.

    3.  Retention implies storage system, memory, cognitive organization.

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    4.  Learning involves active conscious focus on and acting upon events

    outside or inside organism.

    5. 

    Learning is relatively permanent but subject forgetting.

    6.  Learning involves some form of practice, perhaps reinforce practice.

    7. 

    Learning is change in behavior.

    According to the definitions above, the researcher can conclude that

    learning is the process of activity done by person to get something and to

    change his behavior or attitude.

    3.  Relationship between Teaching and Learning

    Teaching and learning are not two sides of coin, but are essentially different

    activities, although they both take place in the public area of the classroom. The

    success of learning cannot be neglected from teacher‟s role. However the

    success of teacher‟s working cannot be separated from student‟s participant. It

    means that the teaching and learning cannot work without the involvement of

     both teaching and learning.

    Brown (2007: 7) states that teaching cannot be defined apart from learning.

    The concept to teach is different interpreted to the concept of learning. Brown

    defines teaching as showing / helping someone learns, giving interaction,

    guiding the study of something, providing knowledge, causing to know or

    understand.

    Based on the descriptions above, the researcher can conclude that teaching

    is guiding and facilitating learning, enabling the learning and improve their

    skill and attitudes.

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    4. 

    Vocabulary

    a.  The Definition of Vocabulary

    Vocabulary is one of the language components which have to be

    mastered by students in learning a new language. The students will get

    difficulties in using English if they are lack of vocabularies.

    In general most people agree that vocabulary is one the most important

    factors in mastering language. By mastering the vocabulary, people will be

    able to convey their ideas, message, an even they can express their feeling

    as well. Of course they can do these better if they can also master speaking

    skill. Vocabulary is also considered as the important component of a

    language, because it will help the learner to increase their ability.

    According to Hornby (1995: 1331) says that vocabulary is the total

    number of words in a language. He also says that vocabulary is all the

    words known to person or used in particular book, subject, etc.

     Napa (1991: 10) states that vocabulary is one of components of

    language and that no language exists without words. Words are sign or

    symbols of ideas. It means that words tell our ideas, feelings, thoughts,

    either spoken or written.

    According to Hanson and Padua (2011: 5) state that vocabulary refers

    to words we use to communicate in oral and print language. They have

    divided vocabulary in specific reference, such a word:

    a) 

    Receptive vocabulary refers to the words we understand through

    reading and listening.

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     b)  Productive vocabulary refers to the words we use to communicate

    through writing and speaking (Lehr, Osborn, & Hiebert, 2004).

    In order to communicate effectively using oral and print language, we

    must be able to flexibly use words that we recognize and understand.

    Based on the definition above it can be concluded that vocabulary is

    the list of words or spoken unit of language which has meaning. It has

    important role in language, because the language existed because of

    words.

     b.  Types of vocabulary

    According to Elena (2008: 2), there are many types of vocabulary, such

    as:

    1)  Reading vocabulary

    Reading vocabulary is words we know when we see them in print.

    This means it is the words understood by the reader when he or

    she is reading a piece of written text. The person is able to

    recognize the form of the letters and how they correspond to one

    another, and how their sum is understood. This also includes

    understanding a word‟s spelling, meaning and the exact meaning

    in its context.

    2)  Listening vocabulary

    Listening vocabulary is words we understand when others talk to us.

    The listener is able to link the words being spoken to their

    meaning. This level of understanding is aided by word context,

    intonation and, if there is visual contact with the speaker, by

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    gestures and facial expressions. Listening is, like reading, an

    interpretational form of vocabulary.

    3) 

    Writing vocabulary

    Writing vocabulary is words we use when we write. Writing is the

    active vocabulary equivalent to reading. With reading, it forms

    the core skills needed for someone to be literate. The writer

    demonstrates his or her knowledge of a word in terms of its

    meaning and how to spell it and use it correctly. 4)  Speaking vocabulary

    Speaking vocabulary is words we use when we talk to others. Speaking

    is one of the types of vocabulary that demonstrates a person‟s

    knowledge of words. It is an active demonstration that can also

    rely on other elements such as facial expressions, intonation,

     pitch and gestures to help others understand its meaning.

    Knowledge of a word is demonstrated by its good usage and

     pronunciation.

    5.  Vocabulary mastery

    All language has a vocabulary, a set of words that is the basic for making

    and understanding sentences (Milner: 1991). Therefore, without some

    knowledge of that vocabulary, neither language production nor language

    comprehension would be possible.

    In previous information and interpretation, says that vocabulary is the total

    number of words in a language. He also says that vocabulary is all the words

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    known to person or used in particular book, subject, etc. (Hornby, 1995:

    1331). While Hanson and Padua (2011: 5) state that vocabulary refers to

    words we use to communicate in oral and print language.

     Next, the researcher will explain the definition of “mastery”. According to

    Hornby (1995: 721) mastery is (1) complete knowledge; great skill; (2)

    control. The word mastery also defines as a complete of great skills of

    something. While Morehead (2001: 495), defines mastery as rule, victory;

    ascendancy, supremacy; skill.

    There are two concepts which can be noted here. First, mastery refers to a

    thorough understanding. Second, mastery refers to remarkable ability to do

    something. Accordingly, mastery is principally, nor merely due to knowledge

     but also due to skills. Therefore, the students‟ mastery of vocabulary indicates

    the students‟ thorough understanding or knowledge of the words of language.

    The students‟ mastery of words of a language is indicated by their skillful

    ability in producing the words.

    Thus, from the theory above, it can be concluded that vocabulary mastery

    means the students‟ competence in understanding the word in context, or

    someone ability to understand a number of vocabulary items. In this case,

    vocabulary mastery refers to the vocabulary test. It means that vocabulary test

    is used to measure the students‟ mastery of vocabulary.

    Mastering vocabulary is the ability to get or receive a lot of words. By

    having and mastering vocabulary we will know the meaning of vocabulary in

    the context. Measuring vocabulary helps to avoid making mistakes in

    understanding.

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    6. 

    The Definition of Game

    Hadfield (1999) states that a game is an activity with rules, a goal and an

    element of fun. He defined game into two categories; competitive games and

    cooperative games.

    1.  Competitive games, in which player or teams race to be the first to

    reach the goal.

    2.  Cooperative games, in which players or teams work together towards a

    common goal.

    According to Salen and Zimmerman (2003: 80) state that a game is a

    system in which players engage in an artificial conflict, defined by rules, that

    results in a quantifiable outcome.

    According to Maroney (2001) states that a game is a form of play with

    goals and structures.

    Based on the definitions above, the researcher can conclude that a game is

    structured playing, usually undertaken for enjoyment and sometimes used as an

    educational tool.

    7.  Text Twist game

    Teach with text twist game is one activity to increase student‟s vocabulary

    in English. It often teaches to be one of the most effective ways of integrating

    language skills in the language classroom. Though the terms „text twist‟ have

     been interpreted in many different ways by both teachers and textbook writers,

     both activities offer a flexible yet principled way of tailoring intergraded skills

    to learner needs.

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    According to Lewis & Ferlazzo (2011: 3) states that Text Twist is an

    online Java based game available at Yahoo.com and the inspiration of

    Scrabble Flash. Games like this are useful for developing student‟s vocabulary

    in 2 contexts. One is through repetitive play, with family or friends. The main

    drawback in this scenario is that only student already possessing a good

    vocabulary are more likely to be interested in playing this games. The second

    important drawback is that most of this game does not actively contribute to

    vocabulary development. They depend on the players' existing knowledge,

    and enthusiasm to discuss and look up words in the dictionary, for direct

    vocabulary development. The other scenario is when such games are used as

    classroom supplement. In such cases, games serve. The important function of

    keeping the student's interest alive in the classroom, adding a fun element to

    regular coursework and to reduce levels of anxiety thus contributing to better

    learning .While these are important factors, vocabulary learning still happens

    indirectly.

    Mc Donough (1994:217) states that: “Network vocabulary and simulation

    work, on the other hand, usually requires the learners to take part in

    communication which involves personal experience and emotion”. 

    Games are useful and effective tools that should be applied in vocabulary

    classes. The use of vocabulary is a way to make the lessons more interesting,

    enjoyable and effective. By definition above, the researcher conclude that Text

    Twist game is one kinds of method to improve vocabulary mastery. It is easy

    to use and can be applied to teach vocabulary to students.

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    B.  Conceptual Framework

    Traditionally, vocabulary has not been a particular subject for students to

    learn, but has been taught within lessons of speaking, listening, reading and

    writing. During the lesson, students use their own vocabulary and are

    introduced to new words provided by the teacher and classmates which they

    apply to classroom activities. For many learners of English, whenever they

    think of vocabulary, they think of learning a list of new words with meanings

    in their native language without any real context practice.

    A number of learners may share the same experience of looking up words

    in a bilingual dictionary to find their meanings or definitions when they

    encounter new words. They may even write down lines of new words without

    any idea of the real use of them in context.

    Working this way, after a short period of time, many learners may find out

    that learning vocabulary in lists does not satisfy themselves, and they think the

    cause for it is just their bad memorization. Research and publications have

    shown that this is not a very effective way to study. Decarrico (2001); states

    that words should not be learnt separately or by memorization without

    understanding. Moreover, "learning new words is a cumulative process, with

    words enriched and established as they are met again", Nation (2000: 6).

    Therefore, the "look and remember" way of vocabulary learning seems to be

    not very effective for learners of the English language.

    Learners of English have to deal with unfamiliar vocabulary during their

    language acquisition. In order to learn and retain new words, learners should

     participate in different task-based activities in their classroom whether it is a

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    guessing task, a describing exercise or conversation making. Such activities

    also include vocabulary games which especially focus on helping learners

    develop and use words in different contexts by making the lessons enjoyable.

    Therefore, it is necessary to explore whether students learn vocabulary

    effectively through games and how they learn it.

    To teach vocabulary can be done in several ways, one of which is by using

    games. In this case the researcher chose Text Twist games to teach

    vocabulary.

    Text Twist game is one kind of methods to improve vocabulary mastery. It

    is easy to use and can be applied to teach vocabulary to students. Games are

    useful and effective tools that should be applied in vocabulary classes. The use

    of vocabulary is a way to make the lessons more interesting, enjoyable and

    effective.

    C.  HYPOTHESIS

    Based on the theoretical review and the conceptual framework, a hypothesis is

     proposed in this study. The hypothesis in this research is as follows:

    1.  Ho: The use of text twist game in teaching vocabulary to eleventh grade

    students of SMA 1 Sapuran in academic year 2012/2013 is not effective.

    2. 

    Ha: The use of text twist game in teaching vocabulary to eleventh grade

    students of SMA 1 Sapuran in academic year 2012/2013 is effective.

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    CHAPTER III

    RESEARCH METHODOLOGY

    In this chapter, the researcher would like to present the way to carry out

    the research. It is in order to solve the problem easier. The researcher presents type

    of research, research variables,  population, technic sampling, and sample, research

    instruments, technique for collecting data, and technique for analyzing data. 

    A.  Type of research

    This research is a pre experimental research, because the researcher is doing

    experiment and giving treatment to find out whether or not the Text Twist game is

    effective in improving students’ vocabulary mastery at the eleventh grade of SMA

    1 Sapuran in academic year 2012/2013. Some views on the definition of the pre-

    experimental method stated as follow:

    According to Sugiyono (2011: 74) states that pre-experimental design is not

    yet a truly experimental. Because, there are outside variables that take effect on the

    formation of the dependent variable. So the result of an experiment which is the

    dependent variable was not solely influenced by the independent variable. This

    happens because there are no control variables, and the sample was not randomly

    selected.

    Based on the statement above, the researcher could determine that pre-

    experimental research is the sign used for explaining data in future situation and to

    observe the possibility of causal effect by giving treatment to compare the result.

    B.  Variable of the research

    21

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    According to Sugiyono (2011: 38) states that variable is anything that shaped

    what is defined by the researchers to be studied in order to obtain information

    about them, and then drawn conclusions. In this research, the researcher employs

    two kinds of variable. There are:

    1.  Independent variable.

    The independent variable is the major variable, which is used by

    researcher to investigate. According to Sugiyono (2011: 39) Independent

    variable is a variable that affects or is the cause of the change of the

    dependent variable. The independent variable of this research is teaching

    vocabulary using Text Twist Game, which is symbolized by X.

    2.  Dependent variable.

    Dependent variable is the variable that the researcher observes and

    measures to determine the effect of the independent variable. The dependent of

    this research is the students’ vocabulary mastery, which is symbolized by Y.

    C.  Population, Sampling Technique, and Sample 

    1.  Population

    According to Sugiyono (2011: 80) states that population is a

    generalization which consists of: objects / subjects that have certain qualities

    and characteristics that applied by researchers to learn and then drawn

    conclusions. 

    While according to Arikunto, (2006:115-117) states that: “Population is

    the whole of research subject, where as sample is a part of population”.

    In this case, the researcher has chosen the eleventh grade of SMA Negeri

    1 Sapuran. There are 140 students in the eleventh grade of SMA 1 Sapuran.

    2. 

    Sampling Technique 

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    Sampling technique is a certain technique to take sample. According to

    Sugiyono (2011: 81), there are two types of sampling namely probability and

    non-probability sampling. Probability sampling includes simple random,

     proportionate stratified random, disproportionate stratified random, and area

    random. Non-probability sampling includes systematically sampling, quota

    sampling, accidental/incidental sampling, purposive sampling, saturated

    sampling, and snowball sampling. The researcher uses purposive sampling in

    taking sample. The reason of the researcher chooses this sampling is because

     based on the consideration that the limitation of time, energy and fund and

    other factors so he cannot take a bigger sample.

    3.  Sample

    According to Sugiyono (2011: 81) states that sample is part of the number

    and characteristics possessed by the population.

    According to Arikunto (2006:34) the minimum percentage of sample as

    follows:

    Table 1: percentage Sample

    Population Sample

    Less than 100

    101-300

    501-1000

    More than 1000

    50%

    30%-50%

    20%-30%

    15%-20%

    In addition, sample is subset of individuals or cases from within

     population. The number of sample and the way of taking sample must

    represent the population. In this research, there would be 40 students chosen

    through the random sampling.

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    D.  Research Instrument

    An instrument is very important to collect data required in an experiment

    research. To collect the data, the researcher needs an instrument. Instrument

    includes a part of the way used by the researcher to collect the result of obtaining

    the data. Sugiyono (2011: 102) research instrument is a tool which is used to

    measure the natural phenomenon and social phenomenon that is observed.

    Research instrument is means by which something is performed or affected, and is

    a device for precise measurement. The instrument used to collect data in this

    research is a test about vocabulary.

    A test can be true false, multiple choices, matching, completion or essay. In

    this research the researcher uses multiple choices test and matching test. There are

    10 items multiple choices and 15 matching test in the research instrument. The test

    is pre-test and post-test to know the students’ vocabulary mastery. 

    E.  Technique For Collecting Data

    The data collection is carried out on May 29th  –   June 3rd  2013 with the

    cooperation of the principal and the English teacher in SMA N 1 Sapuran.

    1.  The researcher gives pre-test the vocabulary before the researcher gives a

    treatment on May 29th, 2013 at 7.15 am until 8.00 am.

    2. 

    The researcher gives the treatment by using Text twist game to teach

    vocabulary to the student. The material is about kinds of text words. In

    chosen the material, the researcher is requiring the consideration of

    English teacher of SMA N 1 Sapuran.

    The time allocations of the treatment:

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      Teaching using Text twist game is on May 29th, 2013 at 8.00 am until

    8.45 am.

    3. 

    The time allocations of the post-test:

    After giving the treatment, the researcher gives post-test. The researcher uses

    the test as the instrument to collect the data. Giving post-test is on June 3rd

    ,

    2013 at 8.45 am until 9.30 am.

    4.  The researcher compares and finds the result of the pre-test and post-test

    F. 

    Technique of Data Analysis

    To analyze the data, the researcher applies an appropriate technique to find out

    whether it is effective or not teaching using Text twist game on students’

    vocabulary mastery at eleventh grade of SMA N 1 Sapuran in the academic year

    2012/2013.

    There are three kinds of techniques of data analysis:

    1.  Descriptive Analysis

    The descriptive analysis is used to describe the variable of this research that is

    the use of Text twist game for improving English vocabulary mastery. The

    researcher also uses statistic to compute the students’ ability. The statistics used

    are mean analysis and standard deviation analysis. Additionally, the mean, mode,

    median, standard deviation, the lowest score, and the highest score are also used to

    analyze the data.

    2.  Inferential Analysis

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    a.  Prerequisite Analysis Test

    In this analysis, the researcher analyzes the data to the hypothesis. This

    analysis is done to find out the effectiveness of using Text twist game

    in teaching vocabulary.

    1)  Test of normality

    Sugiyono (2009:172) gives certain technique in testing the

    normality of data. He uses Chi Square (x2). It is done by

    comparing normal curve formed from the gathered data (B) and

    standard normal curve (A). If B is not different significantly with

    A, so B is included in the normal distribution data. The formula is

    as follows:

    ∑    

    Where:

    x2 = the chi square value

    fo = the observed frequency

    fh = the expected frequency

    The result of the computation is consulted to the table. The

    data are normal if the obtained x² value is lower than the critical

    value of x² in the table, and the data are not normal if it is higher

    than the critical value in the table.

    2)  Test of Homogeneity

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    Sugiyono (2009:199) gives certain technique in testing the

    homogeneity of data. To determine the t-test formula, the

    researcher applies the variance homogeneity test to test the

    variance of two samples. To know whether the variance of two

    samples is homogeneous or not, the researcher uses F test. The

    computation of F test is as follows:

     

    If F value is lower than F table for the level of significant 5% and

    1% (Fh< Ft (5%)< Ft (1%)) so the data that will be analyzed is

    homogen or if F value is higher than F table, it means that the

    variance is not homogen. 

    3)  Test of Hypothesis

    This test is used to know whether it is effective of teaching

    vocabulary using Text twist game on students’ vocabulary

    mastery at the eleventh grade students of SMA N 1 Sapuran in the

    academic year of 2012/2013. To decide which hypothesis that will

     be accepted or rejected, the t-test formula is used to compare two

    samples. The t- test formula:

    The t- test formula:

    t =

    n

     s

    n

     s

     X  X 

    2

    2

    2

    1

    2

    1

    21

     

    Which is:

    t : t-value

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    1 X    : the mean of experimental group

    2 X    : the mean of control group

    S12  : variance of post-test group

    S22  : variance of pre-test group

    n1  : number of sample of post-test

    n2 : number of sample of pre-test

    Sugiyono (2009:138)

    In this inferential analysis, hypothesis testing is done. In

    this testing, the hypothesis will be analyzed through t-test. The t-

    test is to see the score difference between the two variables; the

    students’ vocabulary achievement of the experimental group and

    the control group. After getting the result of t-value, then the t-

    value is consulted to the t-table to be interpreted.

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    CHAPTER IV

    RESEARCH FINDING AND DISCUSSION

    In this chapter, the researcher presents the effectiveness of teaching

    vocabulary using Text Twist game to the eleventh grade students of SMA N

    1 Sapuran in the academic year of 2012 / 2013. To find out whether it is

    effective to teach vocabulary using Text Twist game on the students’

    vocabulary mastery, the researcher analyzes the result of pre-test and post-

    test, before and after conducting the treatment.

    A.  Descriptive Analysis

    Before doing the analysis, the researcher would like to give some

    explanations. The type of this research was quantitative, which was pre-

    experimental research. The researcher used pre-test and post-test as the

    instruments of collecting data. To collect the data, the researcher came to

    SMA N 1 Sapuran. The researcher used pre-test and post-test which

    consists of 10 items of multiple choices, and 30 items of matching test.

    In conducting the research, the data were collected after doing a

    research toward 40 students as sample among 140 populations of the

    eleventh grade of SMA N 1 Sapuran which became the sample in this

    research. By using the test, the researcher collected some data concerning

    the test result. To compute learning achievement test result, it was based on

    criteria of scoring. The level of skill shown in the table was defined by

     based on the criterion referenced scales (Arikunto, 2006:245). They are as

    follows.

    29

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    Table 2. Classification of the Students’ Learning Achievement 

    Range Category Criteria of ability stage

    80 - 100

    66 - 79

    56 - 65

    40 - 55

    0 –  39

    A

    B

    C

    D

    E

    Very good

    Good

    Fair

    Low

    Very low

    The researcher collected the data of students by using test. In

    conducting this research, the researcher used the result of pre test and post

    test.

    1.  The result of Pre-test and Post-test

    Table 3. The result of Pre-test and Post-test

     No Name Pre-test Post-test

    1 sample 1 76 82

    2 sample 2 70 76

    3 sample 3 79 81

    4 sample 4 59 70

    5 sample 5 64 70

    6 sample 6 77 83

    7 sample 7 72 85

    8 sample 8 64 70

    9 sample 9 77 80

    10 sample 10 71 77

    11 sample 11 68 74

    12 sample 12 71 77

    13 sample 13 71 76

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    14 sample 14 49 77

    15 sample 15 79 80

    16 sample 16 82 92

    17 sample 17 71 94

    18 sample 18 73 94

    19 sample 19 73 79

    20 sample 20 74 80

    21 sample 21 71 77

    22 sample 22 74 80

    23 sample 23 76 82

    24 sample 24 77 83

    25 sample 25 67 73

    26 sample 26 71 77

    27 sample 27 70 76

    28 sample 28 74 80

    29 sample 29 76 82

    30 sample 30 71 77

    31 sample 31 64 70

    32 sample 32 72 78

    33 sample 33 61 64

    34 sample 34 69 75

    35 sample 35 65 77

    36 sample 36 76 80

    37 sample 37 71 77

    38 sample 38 73 7939 sample 39 61 66

    40 sample 40 69 80

    a.  The result of pre-test

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    From the score table, the researcher concluded that the highest score (H)

    was 82. The lowest score (L) was 49. The median (Me) was 71, the mode

    (Mo) was 71, the range (R) was 33, and the total score of pre-test (T) was

    2828.

    From the data (available on appendix), the researcher tried to find the

    mean of the data by applying the mean formula and then the researcher tried

    to find the mean, the standard deviation, and the variance of pre-test. The

    mean (M) was 70.7, the standard deviation (S1) was 6.284, and the variance

    (S2) was 39.497. According to the student’s category (table 2), the mean

     belonged to good, because the mean was in the score class of 66 - 79.

    According to Arikunto (2006: 245) the criteria of assessments of the

    students’ achievement of pre-test were shown in the following table.

    Table 4. Degree mastery of pre-test score

    Interval Interpretation Frequency Percentage

    80 –  100 Very Good 1 2.5%

    66 –  79 Good 31 77.5%

    56 –  65 Fair 7 17.5%

    40 –  55 Low 1 2.5%

    < 39 Very Low 0 0%

    100%

    Based on the table above, the researcher concluded that there were no

    student belonged to very low category, 1 student (2.5%) belonged to low, 7

    students (17.5%) belonged to fair category, 31 students (77.5%) belonged to

    good category, 1 student (2.5%) belonged to very good category.

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     b.  The Result of The Post-test

    From the score table, the researcher concluded that the highest score of

    the post-test (H) was 94, the lowest score (L) was 65, the range (R) was 30,

    the median (Me) was 77.5, the mode (Mo) was 77, and the total score of

     post-test (T) was 3130.

    From the data (available on appendix), the researcher tried to find the

    mean of the data by applying the mean formula and then the researcher tried

    to find the mean, the standard deviation, and the variance of post-test. The

    mean (M) was 78.25, the deviation standard (S1) was 6.319, and the

    variance (S12) was 39.936.

    According to Arikunto (2006:245), the criteria of assessment of the

    students’ reading comprehension of post-test were shown in the following

    table.

    Table 5. Degree mastery of post test score

    Interval Interpretation Frequency Percentage

    80 –  100 Very Good 17 42.5%

    66 –  79 Good 22 55%

    56 –  65 Fair 1 2.5%

    40 –  55 Low 0 0%

    < 39 Very Low 0 0%

    100%

    Based on the table above, the researcher concluded that there was no

    student belonged to very low category, no student belonged to low

    category, 1 student (2.5%) belonged to fair category, 22 students (55%)

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     belonged to good category, and 17 students (42.5%) belonged to very good

    category.

    c. 

    The Result of Pre-test and Post-test

    The table below is the summarized scores of the pre-test and post-test.

    Table 6. The result of Pre-test and Post-test vocabulary mastery

    Sources H L R Me Mo T M SD

    Pre-test

    8

     

    4

     

    3

     

    71 71

    282

    8

    70.7

    6.28

    4

    Post-

    test

    9

     

    6

     

    3

     

    77.

     

    77

    313

    0

    78.2

    5

    6.31

    9

     Notes:

    H : the highest score

    L : the lowest score

    R : the range

    Me : the median

    Mo : the mode

    T : the total scores of the students

    M : the mean

    SD : the deviation standard

    The result of pre-test and post-test vocabulary mastery was reported

    here in the form of chart. The vertical line with numbers beside showed the

     percentage of students for each grade. The horizontal line showed the grade

    of vocabulary mastery scores that was obtained by the students.

    There were two charts describing the research findings. The first chart

    showed the frequency range of vocabulary mastery result of pre-test and

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     post-test. Finally, the sixth chart showed the percentage range differences of

    vocabulary mastery result of pre-test and post-test.

    Chart 1. The chart of frequency range of vocabulary mastery result of

     pre-test and post-test.

    The chart above showed the effectiveness of using Text twist game to

    improve vocabulary mastery that was applied in experiment class. Very

    good category was reached by 17 students of post-test. On the contrary,

    there was only 1 student of pre-test who belonged to very good category.

    Another fact showed the strategy used by the researcher effective was that

    there was no student of post-test who belonged to low category.

    Chart 2. The chart of percentage range of Pre-test and Post-test

    vocabulary mastery.

    0

    5

    10

    15

    20

    25

    30

    35

    Very Good Good fair low very low

    1

    31

    7

    10

    17

    22

    10 0

       n   u   m    b   e   r   o    f   s   t   u    d   e   n   t   s

    category

    Frequency Range of Pre-test and Post-test

    Pretest

    Postest

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    This chart showed the frequency range of the result of pre-test and

     post-test vocabulary mastery. The mode of pre-test belonged to good

    category. And, the mode of post-test belonged to good category. There was

    42.5% of post-test belonged to very good category. Meanwhile, there was

    only 2.5% of the pre-test belonged to very good category.

    B.  Inferential Analysis

    1.  Prerequisite Analysis Test

    The object of the study is to know the effectiveness of using Text

    twist game to improve the vocabulary mastery. The researcher applied

    the statistical analysis. In this case, t-test is used to analyze the data.

    However, before applying the statistical analysis, the researcher

    applied prerequisite test analysis to test normality, and homogeneity.

    a. 

    Test of Normality

    0.00%

    10.00%

    20.00%

    30.00%

    40.00%

    50.00%

    60.00%

    70.00%

    80.00%

    Very Good Good fair low very low

    2.50%

    77.5%

    17.5%

    2.50%

    0%

    42.50%

    55.00%

    2.5%

    0% 0%

       P   r   e   c   e   n   t   a   g   e

    category

    Precentage Range of Pre-test and Post-

    test

    Pretest

    Postest

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    The researcher using Kolmogorov-Smirnov Test Technique. A data

    is said normal if the value of p is higher tha 0.05 (Sugiyono, 2011: 46).

    The table below showed the result of computation done by SPSS. 

    Table 7. The summary of normality test based on SPSS 16.0

    Based on the computation above, it showed that both students’

     pretest and post-test were higher than 0.05. They were 0.06 and 0.44 it

    means that the data was normal.

    b.  Test of Homogeneity

    This test is to see whether the score of the sample was homogenous

    or not. The computation of test normality and test homogeneity were

    done manually, the print out is attended on the appendix.

     

     F = 39.936

    39.497

    = 1.01

    From the calculation, the value of F is 1.01. Then, it is

    compared with the value of F table with df of numerator and

    denominator (40-1=39). Based on the table on F table, it is known

    that at the F value on the significant level 0.05 is 1.01. Because F

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    obtained is lower than the value of F table (1.01

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      t =

       

    t =

    √  

    t =  

    t =  The result of the t-test is 5.39

    C.  Test of Hypothesis

    There were two points involved in testing hypothesis. There were level

    of significance and null hypothesis. The two points above were presented in

    the following.

    1. 

    Level of Significance

    In testing hypothesis, the researcher used the level of significance to

    minimize the false conclusion of the research. This was applied to reject

    the hypothesis in order to gain the objective conclusion. Generally, the

    level used in any research is the 5% or 1% level. By using the level of

    significance of the 5% level, it meant that the falseness of conclusion

    was 5% and the truth of conclusion was 95%.

    2.  Null Hypothesis

    In testing hypothesis, the researcher commonly faced with the null

    hypothesis. By using the null hypothesis, the hypothesis statement will

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     be easier to be proved. The hypothesis of this research said “The use of

    text twist game in teaching vocabulary mastery to eleventh grade

    students of SMA 1 Sapuran in academic year 2012/2013 is effective.” 

    To prove whether the hypothesis is rejected or accepted, the

    researcher changed the research hypothesis into the null hypothesis.

    Therefore, the null hypothesis said “The use of text twist game in

    teaching vocabulary to eleventh grade students of SMA 1 Sapuran in

    academic year 2012/2013 is not effective.” 

    D.  Discussion and Result of the Research

    In this section, the researcher described the interpretation of research

    result about descriptive analysis and inferential analysis. The following are

    the details.

    1. 

    Descriptive Analysis Interpretation

    After describing the analysis in the previous section, the researcher

    will discuss more about the interpretation of the students’ vocabulary

    mastery of post-test and pre-test.

    a.  The Pre-test of vocabulary mastery 

    The highest score of the students of pre-test on the eleventh

    grade students of SMA N 1 Sapuran was 82 and the lowest one

    was 49. The mean of pre-test was 70.7, the standard deviation of it

    was 6.28, and the variance was 39.49. The mean was included in

    the interval of 66 to 79. It means that the students of control group

    on the eleventh grade students of SMA N 1 Sapuran had good

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    result on their vocabulary mastery. From 40 samples, the

    researcher took the score, there was no student (0.0%) very low in

    vocabulary test, 1 student (2.5%) were low in vocabulary test, 7

    (17.5%) were fair in vocabulary test, 31 students (77.5%) were

    good in vocabulary test, and only 1 student (2.5%) were very good

    in vocabulary test. 

    b.  The Post-test vocabulary mastery 

    The highest score of the students of post-test on the eleventh

    grade students of SMA N 1 Sapuran was 94 and the lowest one

    was 64. The mean of experimental group was 78.25, the standard

    deviation of it was 6.31, and the variance was 39.93. The mean

    exist in the interval of 66 to 79. It meant that the students of

    experimental group on on the eleventh grade students of SMA N 1

    Sapuran had good result on their vocabulary mastery. From 40

    samples, the researcher took the score, there were 17 students

    (42,5%) were very good category in vocabulary test, 22 students

    (55%) were good in vocabulary test, 1 student (2.5%) were fair in

    vocabulary test, and none (0.0%) belonged to low and very low

    category.

    2.  Inferential Analysis Interpretation 

    In this section, the researcher would interpret the hypothesis

    testing. As mentioned above, the hypothesis of this research says “The

    use of text twist game in teaching vocabulary is effective to improve

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    vocabulary mastery at eleventh grade students of SMA 1 Sapuran in

    academic year 2012/2013.” 

    From the previous analysis, it showed that with the amount of

    samples (n1= n2 =40) and the level of significance is 5%, the result of

    the computation of t-value is 5.39. Based on the value in the t-table for

    n1= n2 =40 and the significance level is 5%, the value of t-table is 2.02.

    The computation shows that t-value is higher than t-table that is 5.39>

    2.02. Therefore, the hypothesis is accepted. It means that the use of

    text twist game in teaching vocabulary is effective to improve

    vocabulary mastery at eleventh grade students of SMA 1 Sapuran in

    academic year 2012/2013.”. The value of t-test is 5.39

    After computing t-test separated variance, and after knowing that

    the hypothesis is accepted, the theory meets the fact in this case. Then,

    from the computation exist in the previous section; the researcher

    concluded that the use of text twist game in teaching vocabulary is

    effective to improve vocabulary mastery at eleventh grade students of

    SMA 1 Sapuran in academic year 2012/2013.

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    CHAPTER V

    CONCLUSION AND SUGGESTION

    In this chapter, the researcher presents the conclusion of the data analysis

    that has been discussed before. Besides, the researcher tries to give some

    suggestions related to the result of the data analysis that might be useful for the

    teacher and for the students. The objective of this study is to describe the

    effectiveness of using Text twist game to improve students’ vocabulary

    mastery at the eleventh grade of SMA N 1 Sapuran in academic year

    2012/2013.

    A.  Conclusion 

    Using Text twist game to improve students’ vocabulary mastery at the

    eleventh grade of SMA N 1 Sapuran in academic year 2012/2013 is effective.

    It can be seen from the result of t-value is 5.39. Then, the researcher consults

    the critical value on the t-table using the 5% (0.05) alpha level significance

    and the degree of freedom is 1.684. It shows that the t-value is higher than t-

    table (5.39>1.684). It means that the method used by the researcher is

    effective in improving the students’ vocabulary mastery at the eleventh grade

    of SMA N 1 Sapuran.  Therefore, the researcher’s hypothesis with 0.95 or

    95% of significance level is accepted and consequently null hypothesis (Ho)

    is rejected. Another fact shows that the method used is effective. It is shown

     by the mean of post-test that is higher than the mean of pre-test. In the post-

    test, the mean is 78.25. On the contrary, the mean of pre-test is 70.7.

    44

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    B.  Suggestion

    In this final section, the researcher would like to present some

    suggestions.

    a.  For the teacher

    The teacher should try a new method with interesting technique.

    Teaching vocabulary by using Text twist game is attractive and

    variously, so, it is able to improve student’s interest.  It makes the

    students sharing with their friend, about their favorite things that can

     be implemented in their class. At least, the teacher can motivate the

    students to improve their vocabulary through some models of the

    Text twist game.

     b.  For the student

    The students should pay attention to the teacher’s explanation.

    Therefore, they could catch the material given by the teacher, not only

    know about the new words, but also understand the meaning of some

    words. The student should also have high motivation to and practice

    what they have read and learn from their teacher everywhere and every

    time. The students are able to increase their skill in vocabulary mastery

    indirectly. By applying Text twist game in teaching learning activity,

    hopes it can dig the student’s interest in English because the method is

    more fun and enjoyable. Students will be more attracted in learning

    English without under pressure feeling and forced.

    c. 

    For other researchers

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    Other researchers are expected to do a similar research with a similar

    topic by using a wider scope and larger population. Therefore, the

    result will be more applicable in a tertiary level.

    The researcher hopes there will be some corrections and critics from

    the other researcher who read and investigate the same field to make it

    more perfect.

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    BIBLIOGRAPHY

    Arikunto, Suharsimi (2006). Manajemen Penelitian. Jakarta: PT Rineka Cipta.

    Brown, H. Douglas. (2000). Teaching By Principles: An Interactive Approach to

     Language Pedagogy. California: Cambridge University Press.

    Elena, A M. 2008. Vocabulary Instruction and Language Development for AL.

    Bismarck. ND.

    Hadfield, J. (1990). A Collection of Games and Activities for Low to Mid-Intermediate

     students of English. Intermediate Communication Games. Hong Kong: Thomus

    and Nelson and Nelson and Sons Ltd.

    Hanson, S., & Padua, J., 2011.  Effective Instructional Strategies Series: Teaching

    Vocabulary Explicitly. Hawai’i. Pacific Resources for Education and Learning

    Harmer, Jeremy. 2002. The Practice of English Language Teaching . London: Longman

    Limited.

    Hornby, AS. 2000. Oxford Advance Learners’ dictionary of Current English . New

    York: Oxford University Press.

    Huyen, N. & Nga, K. (2003).Learning Vocabulary Through Games. Asian EFL Journal.

    December 2003. http://www.asian-efl-journal.com/dec_03_sub.Vn.php 

    Lewis, K., & Ferlazzo,M., (2011). Twist text. The final report. Spring. University

    Florida.

    Maroney, Kevin (2001).  My Entire Waking Life. The Games Journal. Retrieved 2008-

    08-17

    McDonough, J. 1994. A Teacher Looks at Teachers’ Diaries. ELT Journal.

    Morehead, Philip D. (2001). The New American Roget’s College Thesaurus in Dictionary Form. New York: New American Library.

    Miller, G A. (1991). The Science of Words. New York: Scientific American Library.

     Napa, Pieter. A. 1991. Vocabulary Development Skill . Jogjakarta: Kanisius.

     Nation, I. S. P. (2000).  Learning Vocabulary in Another Language. Cambridge:

    Cambridge University Press.

    http://www.asian-efl-journal.com/dec_03_sub.Vn.phphttp://www.asian-efl-journal.com/dec_03_sub.Vn.phphttp://www.asian-efl-journal.com/dec_03_sub.Vn.phphttp://www.asian-efl-journal.com/dec_03_sub.Vn.php

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     Nunan, D. (1999). Second Language Teaching and Learning . Boston MA:

    Heinle/Thomson.

    Salen, Katie; Zimmerman, Eric (2003). Rules of Play: Game Design Fundamentals.

    MIT Press.

    Sugiyono. 2009. Metode Penelitian Pendidikan. Bandung: Alfabeta.

    -------------. 2011. Metode Penelitian Pendidikan. Bandung: Alfabeta.

    http://dictionary.com/d/effectiveness 

    http://dictionary.com/d/effectivenesshttp://dictionary.com/d/effectivenesshttp://dictionary.com/d/effectiveness

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     Appendices

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     Appendix I

    Letters

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     Appendix II

    Instrument of the Research

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    RENCANA PELAKSANAAN PEMBELAJARAN

    ( RPP )

    Nama Sekolah : SMA N 1 Sapuran

    Mata Pelajaran : Bahasa Inggris

    Kelas / Semester : XI / 2 (Dua)

    Standar Kompetensi : Memahami kosa kata dan maknanya dalam esei pendek

    sederhana berbentuk game

    Kompetensi Dasar : Memahami kosa kata dan maknanya dalam esei pendek

    sederhana berbentuk game dengan menggunakan Text

    Twist Game.Indikator : Memahami kosa kata dan maknanya dalam bentuk teks

    esei berbentuk game.

    Alokasi Waktu : 2 X 45 menit

    A.  Tujuan Pembelajaran:

    Pada akhir pelajaran siswa dapat : menjawab pertanyaan berbentuk game dengan

    teliti dan benar.

    B.  Materi Pembelajaran:

      Memberikan contoh bermain Text twist game.

      Memberikan pengajaran dengan menggunakan Text twist game

    C. 

    Metode / Tehnik:

      Modelling

    D.  Langkah-langkah kegiatan:

    Kegiatan Awal:

    a. Salam dan tegur sapa (greeting)

     b. Mengecek kehadiran siswa

    c. Memberikan contoh cara bermain Text twist game

    Kegiatan Inti:

    a. 

    Siswa diminta untuk membuat kosakata baru dari huruf yang ada pada game

    text twist.

     b. 

    Siswa diminta untuk menjawab pertanyaan di depan kelas sebagai model

    Kegiatan Akhir:

    a. Menanyakan kesulitan siswa selama kegiatan pembelajaran

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     b. Menugaskan siswa untuk berlatih di rumah

    E.  Sumber Belajar:

      Netbook (text twist game)

    F. 

    Penilaian:

      Tehnik : text twist game

      Bentuk : read the text carefully and answer the question with carefully

    Mengetahui, Wonosobo , Mei 2013

    Guru Bahasa Inggris Mahasiswa

    Suprapti, S.Pd Isnanini hidayat

     NIP. NIM. 092120157

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    RENCANA PELAKSANAAN PEMBELAJARAN

    ( RPP )

    Nama Sekolah : SMA N 1 Sapuran

    Mata Pelajaran : Bahasa Inggris

    Kelas / Semester : XI / 2 (Dua)

    Standar Kompetensi : Memahami kosa kata dan maknanya dalam esei pendek

    sederhana berbentuk game

    Kompetensi Dasar : Memahami kosa kata dan maknanya dalam esei pendek

    sederhana berbentuk game dengan menggunakan Text

    Twist Game.Indikator : Memahami kosa kata dan maknanya dalam bentuk teks

    esei berbentuk game.

    Alokasi Waktu : 2 X 45 menit

    A.  Tujuan Pembelajaran:

    Pada akhir pelajaran siswa dapat : menjawab pertanyaan berbentuk game dengan

    teliti dan benar.

    B.  Materi Pembelajaran:

      Memberikan contoh bermain Text twist game.

      Memberikan pengajaran dengan menggunakan Text twist game

    C. 

    Metode / Tehnik:

      Modelling

    D.  Langkah-langkah kegiatan:

    Kegiatan Awal:

    a. Salam dan tegur sapa (greeting)

     b. Mengecek kehadiran siswa

    c. Memberikan pretest kepada siswa

    Kegiatan Inti:

    c. 

    Siswa diminta untuk mengerjakan soal pretest

    Kegiatan Akhir:

    c. 

    Menanyakan kesulitan siswa selama kegiatan pembelajaran

    d. 

    Menugaskan siswa untuk berlatih di rumah

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    E.  Sumber Belajar:

      Netbook (text twist game)

    F.  Penilaian:

    A. 

    Benar x 1

    B.  Benar x 3

    C. 

    Benar x 3

    Mengetahui, Wonosobo , Mei 2013

    Guru Bahasa Inggris Mahasiswa

    Suprapti, S.Pd Isnanini hidayat

     NIP. NIM. 092120157

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    PRE-TEST

    A. 

    Choose the correct answer!

    1.  Back

    a.  To do something

    b.  The part behind the front

    c.  To damage severely, to destroy

    d.  To give up using or having

    e.  A container, usually made of glass, to hold liquid

    2.  Advise

    a.  To try to hear

    b.  To help with information, knowledge or ideas in making a decision

    c. 

    To warn of a fault, lightly scoldd.  To give reasons for; to make clear

    e.  To try to do as well as, or better than, another or others

    3.  Again

    a.  A cloth cover used to keep warm

    b.  The hard material in the body

    c.  To say something or to do something that makes another person

    angry or dishonored

    d. 

    To cause to disappear by rubbing out, striking out, etc.e.  Another time; as before

    4.  Age

    a.  To divide or injure with a sharp tool; to make less

    b.  The scattered remains of something broken or destroyed; rubble

    or wreckage

    c.  To work as an official; to be employed by the government

    d.  A picture of the earth’s surface or part of it

    e. 

    How old a person or thing is

    5.  Admit

    a.  To sit, lie down or sleep to regain strength

    b.  To accept; to express one’s guilt or responsibility 

    c.  Of a different or unusual kind; not for general use

    d.  A plant that lasts for several years; Lasting a very long time,

    enduring

    e.  An area of open land, usually used to grow crops or to raise

    animals

    6.  Any

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    a.  One or more of no special kind

    b.  A long-established belief or activity of a people

    c.  From higher to lower; in a low place

    d.  To return to good health; to cure

    e. 

    A situation in which a choice between opposing modes of conductis necessary

    7.  Announce

    a.  To mix up in a confused or bungling manner

    b.  Different as possible; completely different from

    c.  A strong, colorless liquid, usually made from grain, used a drug

    d. 

    To make know publicly; to declare officiallye.  The science of changing the genes of a living organism

    8.  Across

    a.  At the end; last

    b.  A structure built over a waterway, valley or road so people and

    vehicle can cross from one side to the other

    c.  A building in which people live; a country’s parliament or lawmaking

    group

    d. 

    From side to side; to the other sidee.  The side of the road

    9.  Ask

    a.  To guard or fight against attack; to protect

    b.  Any business the produces goods or provides services;

    c.  To question; to say something is wanted

    d.  A device that permits a person or thing to fall slowly from

    airplane or helicopter to ground

    e. 

    Being without restraint

    10. Amount

    a.  The number, size or weight of anything

    b.  To have life; to exist

    c.  Having a thin edge or small point that can cut or hurt; causing

    hurt or paint

    d.  To drive something

    e.  To make a hole or gap in, to break through

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    B.  Match the vocabulary words on the left with the definitions on the

    right.

    1. Family

    a. An animal, usu. domesticated or tamed, kept in one's home

    for companionship rather than practical use.

    2. pup b. To desire; wish for:

    3. sorry c. To allow; permit:

    4. ask d. Allowing entry or access; not shut, enclosed, or fastened.

    5. island e. A dog that is not fully grown; puppy.

    6. poor f. To put a question to:

    7. cub g. Feeling regret, pity, sympathy, or the like:

    8. openh. A body of land smaller than a continent and completely

    surrounded by water.

    9. want i. without money, possessions, or other means of livelihood.

    10. pet j. To gain; obtain; acquire.

    11. eight k. A group consisting of parents and their children.

    12. sevenl. The number represented by the Arabic numeral 8 and by

    the Roman numeral VIII.

    13. let m. Past tense and past participle of meet1.

    14. get n. To indicate; show:

    15. met o. The number represented by the Arabic numeral 7 and bythe Roman numeral VII.

    C.  Match the vocabulary words on the left with the antonym on the right.

    1.  Young

    2.  High

    3.  Front

    4. 

    Long

    a.  Back

    b.  Close

    c.  Down

    d. 

    Enjoy

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    5.  Strong

    6.  Cold

    7.  Sick

    8. 

    Big9.  Sad

    10. Bad

    11. Won

    12. Boring

    13. Clever

    14. 

    Up15. Open

    e.  Good

    f.  Happy

    g.  Health

    h. 

    Hoti.  Lose

     j.  Low

    k.  Old

    l.  Short

    m.  Small

    n. 

    Stupid

    o.  Weak

    -  Good luck -