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THE EFFECT OF WORD CLAP GAME IN LEARNING VOCABULARY
(A Pre Experimental Research at the Seventh Grade of SMPN 1 Kajuara)
A THESIS
Submitted to the Faculty of Teacher Training and Education
Muhammadiyah University of Makassar in Partial Fulfillment of the
Requirement for the Degree of Education in English Department
ANDI TENRI WULANDARI A.M
10535 6481 15
ENGLISH EDUCATION DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
MUHAMMADIYAH UNIVERSITY OF MAKASSAR
2021
UNIVERSITAS MUHAMMADIYAH MAKASSAR
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
SURAT PERNYATAAN
Saya yang bertanda tangan di bawah ini:
Nama : ANDI TENRI WULANDARI A.M
NIM : 105 35 6481 15
Jurusan : Pendidikan Bahasa Inggris
Judul Skripsi : The Effect of Word Clap Game in Learning Vocabulary
(A Pre Experimental Research at the Seventh Grade of
SMPN 1 Kajuara)
Dengan ini menyatakan bahwa skripsi yang saya ajukan di depan tim
penguji adalah hasil karya saya sendiri dan bukan hasil ciptaan orang lain atau
dibuatkan oleh siapapun.
Demikian pernyataan ini saya buat dan saya bersedia menerima sanksi
apabila pernyataan ini tidak benar.
Makassar, Desember 2020
Yang Membuat Pernyataan
Andi Tenri Wulandari A.M
UNIVERSITAS MUHAMMADIYAH MAKASSAR
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
SURAT PERJANJIAN
Saya yang bertandatangan di bawah ini:
Nama : ANDI TENRI WULANDARI A.M
NIM : 105 35 6481 15
Jurusan : Pendidikan Bahasa Inggris
Fakultas : Keguruan dan Ilmu Pendidikan
Dengan ini menyatakan perjanjian sebagai berikut:
1. Mulai dari penyusunan proposal sampai dengan selesainya penyusunan skripsi
ini, saya menyusun sendiri skripsi saya (tidak dibuatkan oleh siapapun)
2. Dalam penyusunan skripsi, saya selalu melakukan konsultasi dengan
pembimbing yang telah ditetapkan oleh pimpinan fakultas
3. Saya tidak melakukan penjiplakan (plagiat) dalam penyusunan skripsi ini
4. Apabila saya melanggar perjanjian seperti pada butir 1, 2, dan 3, maka saya
bersedia menerima sanksi sesuai dengan aturan yang berlaku.
Demikian perjanjian ini saya buat dengan penuh kesadaran.
Makassar, Desember 2020
Yang Membuat Pernyataan
Andi Tenri Wulandari A.M
Motto
Miracle is another name for Hard work
Hidup terus berlanjut atau Life goes on bahkan ketika
harus melalui keadaan yang sulit. @BTS
Forever we are young. Even when I fall and hurt, myself I keep running toward my dream.
@BTS
DON’T COMPARE YOUR PROCESS WITH OTHERS BECAUSE NOT ALL
FLOWERS GROW AND BLOOM TOGETHER
Hiduplah dengan cara bagaimana kamu
ingin hidup, hiduplah seolah-olah setiap
hari adalah hari terakhirmu.
I dedicated this thesis to my beloved parents,
my beloved siblings,
and the people around me who are mean.
ABSTRACT
Andi Tenri Wulandari A.M 2020. The Effect of Word Clap Game in
Learning Vocabulary (A Pre Experimental Research at the Seventh Grade of
SMPN 1 Kajuara). Thesis. English Education Department, Faculty of Teacher
Training and Education, Muhammadiyah University of Makassar. Supervised by
Ratna Dewi, and Awalia Azis.
The main problem in this research was how the use of Word Clap Game
gave effect for the students in learning vocabulary to the seventh grade at SMPN
1 Kajuara. This research aimed to know whether the use of Word Clap Game
gave effect or not for the students in learning vocabulary.
The researcher used a pre experimental research with one group pretest and
posttest design which consisted of eight meeting included the treatments. The
population of the research was the seventh grade students of SMPN 1 Kajuara
consist of 8 classes, the number of sample were 20 students in class 7C and the
sample was taken by using purposive sampling technique. The data was obtained
by matching the words test.
The research findings showed that the seventh grade students of SMPN 1
Kajuara had poor score in pretest. After treatment, their vocabulary mastery
increased significantly. The students’mean score were 41.75 in pretest and
become 76.10 in posttest. The result of hypothesis testing of this research was
(Sig (2-tailed) was 0.000, because of Sig < α (0.000 < 0.05), it can be concluded
that pretest and posttest has sig < α, and H1 was accepted and H0 was rejected.
It was concluded that the use of Word Clap Game was effective to improve
the students‘vocabularies. Thus the Word Clap Game can be used by teachers as
a technique for student learning English in school to improve their vocabulary.
This game is simple and easy to apply in learning and the uniqueness of this
game does not require any equipment or preparation.
Keywords: Word Clap Game, Vocabulary, Effect.
ABSTRAK
Andi Tenri Wulandari A.M 2020. Pengaruh dari Word Clap Game dalam
pembelajaran kosa kata (Penelitian Pra Eksperimental di Kelas VII SMPN 1
Kajuara). Tesis. Departemen pendidikan bahasa inggris, Fakultas Keguruan dan
ilmu pendidikan, Universitas Muhammadiyah Makassar. Dibimbing oleh Ratna
Dewi dan Awalia Azis.
Masalah utama dalam penelitian ini yaitu bagaimana penggunaan Word
Clap Game dalam pembelajaran kosa kata siswa di kelas tujuh SMPN 1 Kajuara.
Penelitian ini bertujuan untuk mengetahui apakah penggunaan Word Clap Game
memberi pengaruh atau tidak dalam pembelajaran kosa kata.
Penelitian ini menerapkan metode pra eksperimental dengan satu desain
kelompok pra-tes dan pos-tes yang terdiri dari delapan pertemuan termasuk
perlakuan. Populasi penelitian ini adalah kelas tujuh SMPN 1 Kajuara yang
terdiri dari 8 kelas, jumlah sampel adalah 20 siswa di kelas 7C dan sampel
diambil dengan teknik purposive. Data diperoleh dari tes mencocokkan kata.
Temuan peneliti menunjukkan bahwa siswa kelas tujuh SMPN 1 Kajuara
memiliki nilai yang kurang dalam pre-tes. Setelah diberikan perlakuan,
penguasaan kosa kata mereka meningkat secara signifikan. Nilai rata-rata siswa
adalah 41.75 pada pra-tes dan menjadi 76.10 pada post-tes. Hasil pengujian
hipotesis penelitian ini adalah (Sig (2-tailed) adalah 0,000, dapat disimpulkan
bahwa pre-test dan post-tes memiliki sig <a, dan H1 diterima dan H0 ditolak.
Dapat disimpulkan bahwa penggunaan Word Clap Game efektif untuk
meningkatkan kosa kata siswa. Dengan demikian Word Clap Game dapat
digunakan oleh guru sebagai teknik untuk siswa belajar bahasa Inggris di sekolah
untuk meningkatkan kosa kata mereka. Permainan ini sederhana dan mudah
diterapkan dalam pembelajaran dan keunikan permainan ini tidak memerlukan
peralatan atau persiapan apapun.
Kata Kunci: Word Clap Game, Kosa kata, Pengaruh.
ACKNOWLEDGEMENT
بسم هلال الرحمن الرحيم
Alhamdulillahi Robbil Alamin, the researcher express her gratitude to Allah
SWT the almighty for mercy, blessing and opportunity given to her so that the
researcher was able to finish writing this thesis. Shalawat and salam addressed to
the prophet Muhammad SAW for his guidance.
The researcher say thanks to her parents, Andi Amrullah and Sudarwati for
their blesses, prayers, financial, motivation, sacrificed, support and also for all
their love and care. There were some handicaps and problems that the researcher
encountered from the beginning to the end of writing this thesis, owing to help
and invaluable suggestion from numerous people, so the researcher could
complete this thesis. Thus, the researcher would like to express his appreciation
and sincere thanks to all of them particularly:
1. Prof. Dr. H. Ambo Asse, M.ag., the rector Muhammadiyah university of
Makassar
2. Erwin Akib, M.Pd., Ph.D., the dean of Faculty of Teacher Training and
Education
3. Ummi Khaerati Syam, S,Pd., M.Pd., the head of English Education Department
of FKIP Unismuh Makassar.
4. The researcher appreciation and great thanks to the first consultant Dr. Ratna
Dewi, S.S., M.Hum and Awalia Azis, S.Pd., M.Pd as the second consultant
who have given their valuable time and patient, to support assistance and
guidance to finish this thesis.
5. All lecturers of English Department who has taught their new knowledge and
has given their gorgeous experiences in study.
6. Thanks for the headmaster of SMPN 1 Kajuara, Muhammad Rusman, S.Pd.
7. Thanks to all the teachers who were very helpful.
8. Thank you to the students who participated and were kind to help.
9. All thanks to my beloved classmate, the greatness class for all help, kind, and
support during study. You all cheerful friends.
10. Thanks to my beloved friends specially, Hermawati, Sumiati, Elvira, Yuliana,
Andriana, A.Widya, Venti, Rahma and Yati who always gave motivation
support, uncountable helps, new experiences and happiness.
11. Thanks to my guidance group.
12. Thanks to my beloved family.
13. For all who given their help in writing this thesis that the researcher could not
mentioned one by one, may Allah almighty bless us now and forever.
14. Thank you so much to my parents who i am very proud of.
Billahi fi sabililhaq fastabiqul khaerat
Makassar, December 2020
Andi Tenri Wulandari A.M
TABLE OF CONTENTS
Page
TITLE PAGE ........................................................................................................ i
LEMBAR PENGESAHAN ………………….………………………………… ii
APPROVAL SHEET .......................................................................................... iii
COUNSELLING SHEET .................................................................................. iv
SURAT PERNYATAAN ..................................................................................... v
SURAT PERJANJIAN ....................................................................................... vi
MOTTO .............................................................................................................. vii
ABSTRACT ………………………………………………………………….. viii
ACKNOWLEDGEMENT .................................................................................. x
TABLE OF CONTENTS ................................................................................. xii
LIST OF TABLES ............................................................................................ xiv
LIST OF FIGURES ........................................................................................... xv
LIST OF APPENDICES …………………………………………………….. xvi
CHAPTER I INTRODUCTION
A. Background ................................................................................................ 1
B. Problem statement ...................................................................................... 5
C. Objectives of the research .......................................................................... 6
D. Significance of the research ....................................................................... 6
E. Scope of the research .................................................................................. 6
CHAPTER II REVIEW OF RELATED LITERATURE
A. Some pertinent ideas .................................................................................. 7
1. Vocabulary ............................................................................................. 7
2. Games ................................................................................................... 19
3. Word Clap Game .................................................................................. 21
B. Hypothesis ………………………………………………………..…..… 25
C. Conceptual framework ………………………..……………………...… 25
CHAPTER III RESEARCH METHODOLOGY
A. Design of the research .............................................................................. 27
B. Population and sample .............................................................................. 28
C. Variable of the research ........................................................................... 28
D. Instrument of the research ........................................................................ 29
E. Procedure of data collection ..................................................................... 29
F. Technique of data analysis ........................................................................ 29
CHAPTER IV FINDINGS AND DISCUSSION
A. Findings .................................................................................................... 32
B. Discussion ................................................................................................ 36
CHAPTER V CONCLUSION AND SUGGESTION
A. Conclusion …………………………………………………………….... 37
B. Suggestion …………………………………………………………….... 37
BIBLIOGRAPHY .............................................................................................. 39
LIST OF TABLES
Table Page
Table 2.1 Components of vocabulary knowledge ……………………………… 15
Table 3.1 Classifying the score of the students .................................................... 30
Table 4.1 The mean score of students’ vocabulary .............................................. 32
Table 4.2 The frequency and percentage of the students’ vocabulary ................. 34
Table 4.3 Paired sample test .....………………………………………......….… 35
LIST OF FIGURES
Figure Page
Figure 2.1 Conceptual framework ........................................................................ 26
Figure 3.1 Design of the research …………………………………………....… 27
Figure 4.1 The improvement of pretest and posttest ……………………............ 33
LIST OF APPENDICES
Appendix A Lesson plan
Appendix B Instruments (pretest & posttest)
Appendix C Students’row score of pretest and posttest
Appendix D Table of students achievement
Appendix E The mean score of pretest and posttest
Appendix F The percentage of students vocabulary
Appendix G Calculating the t-test analysis
Appendix H Table distribution of t-value
CHAPTER I
INTRODUCTION
A. Background
Language is an important part of human life. People use language in any
field in their daily activity. But every country have a different language, so if
they want to make a communication with a different country they should use
that same language, that language is call international language. Everybody
knows that English is an international language.
To have good English, the students may have to master the four basic
language skills. They are listening, reading, speaking, and writing. Besides
that, they also have to master many language components, such as grammar,
pronunciation and vocabulary. Vocabulary is one of the language components
that needed in mastering English. So, when the students communicate using
English language, they need not only grammar but also vocabulary. “Without
grammar very little can be conveyed, without vocabulary nothing can be
conveyed” (Thornburg, 2002:13).
In learning a foreign language, vocabulary plays an important role. It is
one element that links the four skills. In order to communicate well in a foreign
language, students should acquire an adequate number of words and should
know how to use them accurately. The more vocabulary we have, the easier we
understand what other people are talking about and what we are writing about.
There are some problems faced by the students when they learn vocabulary. As
we know vocabulary is identical with the word memorization. Memorization is an
activity that can be considered boring and become the students problem when they
learn vocabulary. Other problems that make them boring are not understanding
meaning of words, not intending to search words in dictionary, and difficult in
understanding the teachers explanations.
Based on the problems above, we must be able to choose and use techniques or
approach that can make the learning process not boring for the students. One of the
technique is to use game in the classroom. Game is something that can be play with
certain rules so that there are those who win and those who lose. Game is related to
fun, movement, and competition. “A game is an activity with rules, a goal and an
element of fun (Hadfield, 1984:5). One of the most important reasons for using games
is simply that they are immensely enjoyable for both the teacher and student.
There are many reasons why using games in learning English in class, one of
which is to bring pleasure in learning, so that the learning process is not boring. By
using games, students will unconsciously participate in using English, and also
directly stimulate students' interest in learning English, and the game can be apply at
all times both at the beginning of the lesson to attract students' interest in learning, in
the middle of the lesson as a fun exercise or can also be at the end of the lesson to
eliminate the pressure after learning English.
Play game while learning turns out to provide benefit for the students. Students
will more easily understand the subject matter when they learn because it is present in
the form of a game, students become active in class. Students will have a sense of
solidarity and sportsmanship among their friends. One of game that can give effect of
the students’vocabulary mastery is Word Clap Game. “Word Clap Game is a game
that played by group of students and used Clap which collaborates with the words
(Thornburg, 2002:102).
The researcher choose Word Clap Game as a technique for teaching English
because there are several benefits such as; students can improve their vocabulary
mastery and try to remember the vocabularies as soon as possible by clapping their
hands. The students can learn vocabularies enjoy. This game can build students‘self-
confidence because this game is played in groups. The researcher expects that by
using Word Clap Game, the students can memorize new vocabularies easily, without
any boredom.
Moreover, there have been some previous researches which investigated
and reviewed the use of Word Clap Game including the study conducted by
Setyaningsih (2015), Ayuningtyas (2016), Sulastri (2018).
The first research by Setyaningsih, an action research was conducted in
this study. She used Word Clap Game as a strategy to improve the students’
vocabulary mastery. Students have to mention a word from a pre-selected
lexical set from the material, which the students who either repeat the word
already mentioned, or break the rhythm or say nothing is out.
The game ends when there is only one student left as the winner. The
result showed that there is an improvement in the vocabulary of the students
who are taught using Word Clap Game.
The second by Ayuningtyas, each cycle conducted three meetings (the
test was not included as meeting). She would give Word Clap Game for the
material about recount text which is the usage of regular and irregular verbs in
the text. So, the first student had to mentioned a verb 1 of regular/irregular verb
then, the next students had to mentioned the verb 2 and another student had to
mentioned the verb 3, for the last person had to mentioned the meaning of the
words and the next students repeat the same way as the previous students did
but in different words and each meeting plays a Word Clap Game based on the
material in the lesson plan.
The third by Sulastri, she used Word Clap Game with a song as teaching
strategy in teaching vocabulary to the students. This research only gave a test at
each the end of the cycle. Used observation, test, and documentation as the data
collection of the research not used questionnaire and interview. Students stand
or sit in a circle and follow teacher’s lead, maintain a four-beat rhythm,
clapping their hands on their thighs three times (one- two-three...) and then
both hands together (four!). The students singing while clapping theme. The
result of the research indicated that teaching vocabulary using Word Clap
Game with a song could improve the students’ vocabulary.
Through the previous studies, it can be known that the use of Word Clap
Game as a one of technique which can give effect for the students to solve the
problem faced in learning vocabulary. Word Clap Game is a good technique to
use in learning vocabulary because it is easy and fun. So, based on some
previous research is differentiated from my research that the research will be
done by using different game rules from the previous researches, which is in
previous research the students are only instructed to mention words in
according with predetermined topics in the form of English only. But in this
study, students not only mention words in English but also in the form of
Indonesian or the meanings.
Another difference is that is not only the last student who mention the
meaning of the word, but will be intermittent. So, if the first students mention
the word in English the next students mention the word in bahasa Indonesia
and the next student mention the word in English and so on.
The researcher decides to conduct the research entitled “The Effect of
Word Clap Game in Learning Vocabulary at the Seventh Grade of SMPN
1 Kajuara” will use experimental research design.
B. Problem statement
Based on the background above, problem statement is formulated as: is the use of
Word Clap Game give effect for the students in learning vocabulary to the 7th grade at
SMPN 1 Kajuara?
C. Objectives of the research
The Objectives of the Research: to know whether the use of Word Clap game give
effect for the students in learning vocabulary to the7th grade at SMPN 1 Kajuara.
D. Significance of the research
The researcher hopes that this research will be useful for the readers, especially
for some aspects below:
1. Teachers
The English teachers will have information about Word Clap Game as a technique
to be use in the classroom that can give the positive effect to their students.
2. Students
After the students are taught using games, they are not boring in the learning
English especially by using Word Clap Game.
3. Other Researcher
By conducting this research, it will support other researcher who needs to do a
research and also to give positive effect on the quality of the research of increase
students’ vocabulary with using Word Clap Game.
E. Scope of the research
In this research, the researcher will focus to know the effect of the use Word Clap
Game for the students in learning vocabularies (animals, things, and public places).
CHAPTER II
REVIEW OF RELATED LITERATURE
In this part, the researcher explains about some pertinent ideas, hypothesis and
conceptual framework.
A. Some pertinent ideas
1. Vocabulary
a. What is vocabulary?
According to longman dictionary of contemporary english vocabulary
is defined as “all the words that someone knows or uses in a target
language”. According to the oxford dictionary, vocabulary is the total of
words you know in particular language. Many of the vocabulary in English
text books have to be learned. Without it, no one can speak or understand
the language. It means that people cannot write a word or make a sentence
well, when they do not master it.
From many problems encountered in English learning elements such
as speaking, reading, listening, and writing, generally caused by a lack of
mastery of vocabulary from the learner and the lack of knowledge of the
learner to place vocabulary in practice. Talking about vocabulary, there are
some definitions by some experts.
Hornby (2006: 1645) vocabulary is all the words that a person knows
or uses and it is all the words in a particular language. Linse (2005:121)
stated that vocabulary is the collection of words that an individual knows.
While according to Saleh (2000: 29) vocabulary is a word or group of
words that have certain meanings as well as the whole word used by
someone within communication activities.
Allens in Suwarni (2003) says that vocabulary is an important factor
in all language teaching. Students most continually by learning words as
they learn structure and as they practice the sound system. According to
Richards (2002:255) vocabulary is the core component of language
proficiency and provides much of the basis for how well learners speak,
listen, read, and write.
From some definitions above, it can be argued that vocabulary not
only contains list of words but also contains all of information about using
word, and it also contains meaning of word in a language. So, it becomes a
basic for people to communicate, because with vocabulary an idea cannot be
given in communication.
b. The types and kinds of vocabulary
According to Harmer divides into two types, they are:
1. Active vocabulary which are words that learners understand and use in
speaking or writing.
2. Passive vocabulary is the words that they understand but don't use yet.
According to Haycraft, quoted by Hatch and Brown (1995) indicate two
kinds of vocabulary, namely receptive vocabulary and productive
vocabulary.
a. Receptive Vocabulary
Receptive vocabulary is words that learners recognize and understand
when they are used in context, but which they cannot produce. It is
vocabulary that learners recognize when they see or meet in reading text
but do not use it in speaking and writing (Stuart Webb, 2009).
b. Productive Vocabulary
Productive vocabulary is the words that the learners understand and can
pronounce correctly and use constructively in speaking and writing. It
involves what is needed for receptive vocabulary plus the ability to speak
or write at the appropriate time. Therefore, productive vocabulary can be
addressed as an active process, because the learners can produce the
words to express their thoughts to others (Stuart Webb, 2005).
c. Aspects in teaching vocabulary
There are some aspects in learning vocabulary. According to Lado as
cited in Mardianawati (2012:11) there are some vocabulary aspects as
follows:
1. Meaning
When the teacher delivering the students about the meaning, the
teacher should explain that a word may have more than one meaning
when it is used in different context. In order to discover the meaning,
the teacher can use ways such as guided discovery and using
dictionaries.
2. Spelling
In learning vocabulary, spelling is important because it aids in reading
and as the connector of letters and sounds. Spelling there may be
different acceptable written forms for the same words within the same
variety of English, due to the fact that they belong to different
varieties as happens with many British or American English terms
(Nations, 1990: 51 as cited in Kareem, 2000: 6).
3. Pronunciation
Pronunciation is the way in which a particular person pronounces the
words of language (Hornby, 2006: 1164). Most of words have only
one pronunciation, but sometimes a word has two or more
pronunciations.
It can be seen from some words are “present”, which pronunciation
/‟preznt/ and /prI‟zent/ and the word “read”, which pronunciation /ri:d/
and /red/.
English pronunciation is difficult to learn because it is not related to
the spelling of words. The students want to able to speak English well
with understandable pronunciation so that they can communicate
without annoyance and it makes receiver easier tocommunicate.
4. Word classes
Word classes are categories of word. According to Hatch and Brown
(1995: 218) the word classification in based on their functional
categories which are called part of speech.
5. Word use
Word use is how a word, phrase, or concept is used in a language.
Word use may also involve grammar and thus be the subject of
profound analysis (Mardianawati, 2012: 11).
d. Talking about noun
Noun is a very important part of speech. Because nouns are used to
name all objects and concepts that exist in this world. So that includes
physical and abstract things. The following will explain the definition,
types, examples, and functions of the noun.
1. Understanding noun
Noun is a word used to name or describe people, objects, animals,
places and ideas. In other words, this word refers to both physical
objects and abstract concepts. Noun can be exemplified in words like
the one below.
From the example above, it can be seen that noun refers not only to
physical objects, but also to abstract concepts that exist in this world.
Benda fisik table, house, phone, floor, water, wind, …
Konsep abstrak time, idea, opinion, age, difficulty, …
2. Types and example of nouns
A. Concrete and abstract nouns
Concrete nouns are nouns that can be observed by the five senses. So
that it is concrete in nature or refers to an object directly as mentioned
earlier. Example: Book, eraser, bottle, flower, chair, classroom, star,
moon, fire, wind.
Abstract noun is a noun that is not observed by the five senses. In
other words, this noun is abstract or just a material concept. This type
of noun is usually indicated by the ending: ace, age, ance, ancy, ion,
sion, tion, dom, hood, ice, ism, ment, ness, ship, ity, ty. Example:
Happiness, emergency, falsehood, freedom, communism, motivation,
affection, idea, love, spirit, life, time, age.
B. Countable and uncountable nouns
Countable noun is a countable noun. The characteristics of this noun
are:
- can be followed by counts 1, 2, 3, 4, 5, and so on,
- can be followed by articles a and an in the singular,
- You can add the suffix -s and -es in the plural form.
Example: a house, one house, three house
Uncountable noun is a noun that cannot be counted
- cannot be followed by counts 1, 2, 3, 4, 5, etc.
- cannot be followed by articles a and an (there is no single form),
- cannot be added to –s and –es (no plural form).
Example: Milk = a glass of milk, two glasses of milk
Mixed noun is a noun that can be countable and uncountable,
depending on the conditions or the context in which it is used.
Example: I saw a hair on the floor. (In this sentence, hair can be
counted, indicated by the article an in front of it).
C. Common and proper nouns
Common noun is a noun that refers to things that are still common. So
that the writing does not use capital letters, except starting a sentence
or title. Example: Person, city, country, month, restaurant, park, hall,
phone.
Proper noun is a hyponym for common noun. So that the reference is
more specific than the common noun. This type of noun is usually
recognized in the form of the name of a thing (person, object, place,
etc). And generally the writing requires a capital letter, unless a
lowercase letter has been assigned as part of the name. Example:
John, Semarang, Indonesia, July, Bernand Steak House, Greenwich
Park, iPhone.
D. Collective nouns
Collective noun is a noun which indicates the existence of a
combination, be it a person, place or thing. Example:
Army
Audience Class
Club
committee
congress crowd
family
government
group jury
organization
pair
public staff
team
3. Noun function
Broadly speaking, the noun function in English is as:
Subject: Life is wonderful.
Object: The author has published his new book.
Object of preposition: We are going to fly to Korea tomorrow.
Subjective complement: He is jungkook.
Objective complement: Mr. and Mrs. JK named their baby cooky.
Modifier of noun phrase: World War.
Head of noun phrase: English test.
There are parts of speech such as nouns, verbs, adjectives, adverbs,
pronouns, preposition, conjunctions, and interjections. In this
research, it will be focused on nouns and it used as categories in
Word Clap Game.
e. Components of vocabulary knowledge
The framework of vocabulary knowledge proposed by Nation (1990,
2001) mainly focused on two questions: (a) what is a word? & (b) what is
involved in learning a word?
Table 2.1
Note. R= receptive, P= productive
Components of vocabulary knowledge (Nation, 2001, p. 27)
Form Spoken R What does the word sound like?
P How is the word pronounced?
Written R What does the word look like?
P How is the word written and spelled?
Word parts R What parts are recognizable in this word?
P What words parts are needed to express
meaning?
Meaning Form and meaning R What meaning does this word form
signal?
P What word form can be used to
express this meaning?
Concepts and R What is included in the concept?
References P What items can the concept refer to?
Associations R What others words does this word make
us think of?
P What other words could we use instead
of this one?
Use Grammatical R In what patterns does the word occur?
Functions P In what patterns must we use this word?
Collocations R What words or types of word occur
with this one?
P What words or types of words must we
use with this one?
Constraints on use R Where, when and how often would we
meet this word?
P Where, when and how often can we
use this word?
As shown in Table 2.1, Nation’s framework constitutes a set of 18
questions which were classified into threecategories, and each includes
receptive and productive aspects: (a) knowledge of form, which contains
spoken & written form and word parts; (b) knowledge of meaning, which
consists of form and meaning, concepts & references and associations; and
(c) knowledge of use, which includes grammatical functions, collocations,
and constraints on use, such as register and frequency.
This framework, defining vocabulary knowledge from the
morphological, semantic and pragmatic perspectives, shows that all the
aspects of vocabulary in this framework are closely interrelated. Meanings
of words could be derived from the word form and context in which they
are used. In the meantime, word forms and word meanings are also
conductive to the improvement of vocabulary ability in real
communication.
However, Nation recognizes that this framework of vocabulary
knowledge is actual an incomplete classification and there is still much
room to improve in further research. For instance, it is difficult to measure
language learners’ vocabulary depth only through the description in his
framework. And the categories in his framework are closely related to each
other so it is hard to distinguish the specified words according to this
classification.
e. Principles of teaching and learning vocabulary
Vocabulary is central to English language teaching because
without sufficient vocabulary students cannot understand others or
express their own ideals. Wallance in Kurnia Sari (2015) the
principle of teaching and learning vocabulary, they are:
1. Aim
In teaching vocabulary, the aim should be clear, how explicit it
must be decide vocabulary we expected learners to be able to do.
2. Quantity
It is important for the teacher to determine the numbers of new
words that students can be learn. If there to many words to be
taught, the students become confuse, discourage, and frustrated.
3. Need
In most cases, the choose of vocabulary taught to the students
depends on the course book or syllabus.
4. Frequent expose sure and repetition
In teaching and learning vocabulary, there has to be certain
amount of repetition until is the evident that the students have
learned the target words.
5. Meaningful presentation
In presenting the vocabulary lesson, students should have a clear
and specific understanding of what the word refers to or denote.
6. Situation and context
It is important to know the students’ usual context the words
occur from the very beginning the word must appear in the
natural environment as it was among the words normally.
7. Inference (guessing) procedures in vocabulary
Guessing, leads the students to think about the meaning of the
new words by hearing them used in certain situation in certain
situation or by reading them in certain context.
f. Kinds of difficulties faced by the students in learning vocabulary
1. Almost all of the students have difficulties in pronouncing the words,
2. How to write and spell,
3. How to use in grammatical pattern correctly,
4. The students found difficulties in choosing the appropriate meaning of
the words,
5. Still confuse in using the word based on the context,
6. Students are also still confused when they found words or expression
that are idiomatic.
g. Some factors that caused students’ difficulties in learning vocabulary
1. The differences between spoken and written in English,
2. The number of words that students need to learn is exceedingly large,
3. The limitations of sources of information about words,
4. The complexity of word knowledge. Knowing a word involves much
more than knowing its dictionary definition,
5. Causes of lack of understanding of grammatical of the words,
6. The incorrect pronunciation is often caused by the lack of sound
similarity between English and the students’ native language.
2. Games
a. What is games?
Jill Hadfield (1990) defined games as "an activity with rules, a goal
and an element of fun". Meanwhile Julia Dobson has her own opinion about
games “I myself have found that a good language game is a wonderful way
to break the routine of classroom drill, because it provides fun and
relaxation while remaining very much within the framework of language
learning and my even reinforce that learning”.
From some explanations above, it can be assumed that games are an
activity has a rules, goal, and it is a way to break routine in the classroom,
so that it gives fun and relax, and enjoy for students in teaching learning
process, and it is also a element which students can get have fun when they
are learning.
The objectives of games must be clear that the students know what
they expect to do in the activities. Sometimes the teachers use a strategy in
playing games in order to make them more interesting. It is according to
oxford learner’s pocket dictionary, game is ”a secret plan or trick”. It means
that the teacher can make games more interesting by trick, so that students
enthusiastic to play this game.
From explanation above, it can be argued that games are part of
interesting activities, which it can be done in the classroom as a secret plan
or trick, so that it entertains for the students, and it also can make the
teaching learning process fun, especially either for the teacher or the
students.
b. The types of games
According to Jill Hadfield divided games into two types, they are:
1. Competitive games, in which players or teams race to be the first to
reach the goal.
2. Co-operative games, in which players or teams work together towards
a common goal.
From the explanation above, it can be assumed that games can be played
by one person or more that players who they have to be winner or reach
the goal as quick as well. Then games also can be played by teams,
group-work, individual and pair-work, so that they have to competitive
each other.
c. There are many advantages of using games in the classroom
1. Games are a welcome break from the usual routine of the language
class.
2. They are motivating and challenging.
3. Learning a language requires a great deal of effort. Games help
students to make and sustain the effort of learning.
4. Games provide language practice in the various skills speaking,
writing, listening and reading.
5. They encourage students to interact and communicate.
3. Word Clap Game
a. What is Word Clap Game?
Word clap game is a game that uses claps and collaboration with other
students. The students stand or sit in a circle and following the teacher’s
lead, maintain a four-beat rhythm, clapping their hands on their thighs three
times (one-two-three...) and then both hands together (four!) (Thornburg;
2002: 102). They have to mention a word from a pre-selected lexical set (for
example, fruit and vegetable) or every fourth beat.
This game is like the champion in the class, someone who can
mention words more than the other; he is the winner (Thornburg; 2002:102).
The teacher just stand or sit in the middle of the students and gives
command to the students to say the word after four beats. The teacher has to
prepare the theme to be applied in that game.
The teacher role is that just monitor and resource center, moving from
group to group, listening, supplying any necessary language, noting errors,
but not interrupting or correcting as this impedes fluency and spoils the
atmosphereIn addition, the teacher should carry paper and pen to note any
persistent errors or area of difficulty. These can be dealt with in a feedback
session after the game.
b. Benefits of using Word Clap Game
In teaching vocabulary by using Word clap game there were several
benefits that students can get, such as the game can be used at any stage of
lesson once the target language has been introduced and explained. So, the
teacher can apply it in each level of school, whether they are formal
education or non-formal education.
This game can help and encourage many learners to sustain their
interest and work. It means that it is interesting for the students to develop
their vocabulary acquisition. Furthermore, this game is simple, easy to play
and also cheap, because the teacher does not have to prepare anything or
buy some equipment related to the game. Just clap the hands and mention
the word.
c. Advantages and disadvantages of using Word Clap Game
1. Advantages of Word Clap Game
a. This game is simple because students just clapping their hands
b. This game gives us enjoyment and pleasure
c. This game gives motivation to learn English language
d. This game not makes students bored
e. This game can be applied for all learning
2. Disadvantages of Word Clap Game
a. When this game applied, the class will be crowded because sound
of the claps is rather hard.
b. The game cannot be successfully when the teacher and students did
not comprehend with the rhythm.
d. Procedures teaching vocabulary by using Word Clap Game
Generally, at the first the teacher and students have to know the role and
the way how to use this game. To prepare this game, teacher does not
need to prepare such thing, just prepare the students and the theme.
According to Thornburg there are several steps of the game, there are:
1. Teacher prepares the theme.
2. Teacher as a lead the game.
3. Teacher explains the rule of playing this game.
4. Students stand or sit in a circle and follow teacher’s lead, maintain a
four-beat rhythm, clapping their hands on their thighs three times
(one- two-three...) and then both hands together (four!).
5. Students have to mention a word from a pre-selected lexical set (for
example, fruit and vegetable) or every fourth beat.
6. Students who either repeat the word already mentioned, or break the
rhythm or say nothing are out.
7. The game ends when there is only one student left as the winner.
The researcher will modification the steps in playing Word Clap Game,
there are:
1. The researcher as a lead the game
2. The researcher prepares the topic about noun (Animals, things and
public places).
3. The researcher explains the rule of playing this game.
4. The researcher divide students in to some groups, each group consists
of 6 or 7students. Students sit or stand in a circle, and appoint each
one of the groups that will mention the name of the object first or
mention the word according the topic.
5. The first student from the group will mention the first word of the
topic and the next student will mention the meaning of the word
mentioned, and so on. Clapping theme is Noun (animals, things or
public places).
For example, for noun animals the first student “I say cat” after that
(clap their hands three times) ”What the meaning?” the second
students say “the meaning is kucing” (clap their hands three times),
and so on. For theme about things (clapping hand four times) and
about public places (clapping hand five times).
6. Students who repeat the words that have been mentioned must out in
the circle, but each student who cannot answer is given one chance by
saying "pass",
7. The game ends when there is only one student left as the winner.
B. Hypothesis
The researcher makes an alternative hypothesis in this study:
Null hypothesis (H0): There is no effect of Word Clap Game for the students in
learning vocabulary.
Alternative hypothesis (H1): There is effect of Word Clap Game for the
students in learning vocabulary.
C. Conceptual framework
The conceptual framework of this research is give in the following frame:
Figure 2.1
From figure 2.1, is explain about the effect of learning vocabulary Use Word Clap
Game for the students.
In conceptual framework, conduct is input (pretest), process (treatment) and
output (posttest). In (pretest) is conduct by the researcher to measure how well the
vocabulary mastery of the students before apply Word Clap Game.
The pretest is test about some of vocabulary focus the meaning, the
researcher is going to do pretest to know students’vocabulary before give treat. In
the (treatment) the students will play Word Clap Game based the role. The
(posttest) will be doing after all treatments are giving to the students. The
procedures of the posttest are similar to the pretest to know the students’ ability in
learning vocabulary after get the treatments. The result will be compare with
pretest.
PROCESS
(treatment)
INPUT
(pretest)
OUTPUT
(posttest)
Teaching vocabulary by Using Word Clap
Game for the students
DIFFERENCES
NOT SIGNIFICANT SIGNIFICANT
CHAPTER III
RESEARCH METHODOLOGY
A. Design of the research
This research used a pre experimental research. The researcher used one
group pretest and posttest design. The one group pretest and posttest design
involved a single group that was pretest (O), exposed to a treatment (X), and
posttest (O) (Gay L.R, et al. 2006). The design of this research as follow:
Figure 3.1
Where:
O1: Pretest
The pretest was the test gave to the students before they treatment.
X: Treatment
For the treatment, the students would teach vocabulary by using Word
Clap Game.
O2: Posttest
The posttest was the test after gave a treatment for the students.
B. Population and sample
1. Population
The population of the research was the seventh grade students of SMPN 1
Kajuara consist of 8 classes and the population were about 232 students.
2. Sample
The researcher applied purposive sampling because the students were lack
in vocabulary mastery, then they needed special treatment to improve their
vocabulary. So, the sample of the research was one class (VII C) that
consisted of 20 students.
C. Variable of the research
1. Independent variable
Independent variable was a variable which influenced the dependent
variable. In this research, the independent variable was the use of Word
Clap Game in learning vocabulary.
2. Dependent variable
Dependent variable was variable which was caused or influenced by other
variable. Dependent variable in this research was the result of the test after
learning through Word Clap Game.
D. Instrument of the research
The instrument in this research used was vocabulary tests. There were
two kinds of tests used to measure the students’ vocabularies, they are pretest
and posttest which consisted of 45 numbers.
The test was focused meaning the words. The pretest gave before
implementing Word Clap Game in learning vocabulary. There were 6 meetings
for the treatment, each treatment was given 1 topic, each topic was held in 2
meetings. The first topic was about animals, the second topic was about things
and the third topic was about public places. 15 vocabulary words were taught
for each meeting. The posttest was held to find out the students’ achievement
after learning vocabulary through the treatment.
E. Procedure of data collection
The procedures to collect the data were:
1. The data of the students’ previous vocabularies were taken from the result of
pretest.
2. The data of the students’ vocabularies were taken from the result of posttest
after the treatment.
F. Technique of data analysis
Before analyzing the data, the researcher collected the data and analyzed them
by using the procedures as follows:
1. Analyzing the raw data of pretest and posttest. Each of the students` correct
answer got 1 and the wrong answer got 0.
2. Raw scores were converted to a set of core maximum of 100, using the
following formula:
Scoring the students’ correct answer pretest and posttest
Students’ score = The number of students’ correct answer x 100
Total number of items
(Gay, 2012)
Classifying the score of the students into the following score
classification
Score 80-100 Very Good
Score 70-79 Good
Score 60-69 Enough
Score 50-59 Less
Score 0-49 Failed
Table 3.1 (Depdikbud, 2006)
3. Computing the frequency and the rule percentage of the students’ score:
P= 𝐹
𝑁𝑥 100%
Where:
P= Percentage
F= Frequency
N= The total number of students
(Gay, 2012)
4. After the procedure of collecting data, the next step was data analysis. For
data analysis, the researcher used statistical analysis and then used SPSS 25
version software program to find out the significant differences between the
students’ pretest and posttest.
CHAPTER IV
FINDINGS AND DISCUSSION
In this research, the researcher describes the data that have been obtained during
the research. The findings describe the mean scores of the students’ vocabularies,
the score frequency, and hypothesis testing. The discussion explains the analysis
of the data found.
A. Findings
The findings describes found from the result of pretest that described the
students previous vocabulary and of posttest that describes the students’
vocabularies after doing a treatment using Word Clap Game.
1. Mean score of the students’ vocabularies in pretest and posttest
The mean score of the students’ vocabularies are shown determined
through the result of pretest and posttest. It can be seen clearly in the Table
4.1.
Table 4.1, The mean score of students’ vocabulary
Mean score Improvement (%)
Pretest Posttest
41.75 76.10 82%
Table 4.1 shows that 20 students in pretest and posttest, then shows
that the students’ mean score in terms of students’ vocabulary has an
improvement in posttest than pretest. It is proved by seeing the table which
the students’ mean score is 41.75 in pretest to be 76.10 in posttest.
The improvement percentage of students’score in terms of students’
vocabulary after giving the treatment by using Word Clap Game is 82%.
The students’vocabulary is described as:
Figure 4.1, The improvement of the pretest and posttest
Figure 4.1 shows that there is an increase of the students vocabulary
from pretest with the mean score is 41.75 to posttest with the mean score is
76.10.
2. Frequency and percentage of the students’scores in pretest and posttest
Frequency score of students’ meaning of the words in learning
through Word Clap Game shows the spread of the students’ score and their
percentage in each category. The data description can be seen in Table 4.2.
41.75
76.10
0.0
10.0
20.0
30.0
40.0
50.0
60.0
70.0
80.0
Student'Pretest Student' Postest
Student'Pretest
Student' Postest
No Score Category PRETEST POSTTEST
Table 4.2 Frequency and percentage of the students’ vocabulary
Table 4.2 shows that the frequency of the students’ vocabulary in pretest
there are 2 students or 10% classified into the enough category, 2 students or
10 % classified the less category and 16 students or 80 % failed. In Table 4.2
the students show the improvement in posttest than pretest which are 0 students
classified failed and less category, and 3 students classified into enough
category, 12 students classified good category and 5 students classified into
very good category.
3. Hypothesis testing
The hypothesis was tested by using inferential analysis. In this case, the
researcher used t-test (test of significance) for independent sample test, that
was a test to know the significant difference between the result of students’
mean scores in pretest and posttest the researcher used t-test analysis on the
level of significant (α) = 0.05 with the degree of freedom (df) = N – 1, where
N = Number of subject (20 students)
The hypotheses are as follows.
Frequency Percentage Frequency Percentage
1. 80-100 Very good 0 0 5 25 %
2. 70-79 Good 0 0 12 60 %
3. 60-69 Enough 2 10 % 3 15 %
4. 50-59 Less 2 10 % 0 0
5. 0-49 Failed 16 80 % 0 0
Total 20 100 % 20 100 %
H1 is accepted if sig <α = 0.05
H0 is accepted if sig >α = 0.05
The result of the data calculation was calculated using SPSS 25. The
students’ result score in terms of text structure is presented as follows.
Table 4.3 Paired sample test
Paired Samples Test
Paired Differences t df Sig. (2-
tailed) Mean Std.
Deviation
Std. Error
Mean
95% Confidence Interval
of the Difference
Lower Upper
Pair 1 PRE TEST -
POST TEST -34.350 4.428 .990 -36.422 -32.278 -34.692 19 .000
Based on the Table 4.3, it can be seen that the sig (2-tailed) of pretest and
posttest is 0.00. This sig (2-tailed) is (0.00 < 0.05). It can be concluded that
pretest and posttest has sig <a, and H1 is accepted and H0 is rejected. So, it
could be assumed that there is a significant difference on the students’ score
before and after the use of Word Clap Game in learning vocabulary. This game
can also be used as ice breaking in learning but the drawback of the Word Clap
Game itself was that when the game was being played it will make a slightly
noisy sound.
B. Discussion
The research findings indicated that the students‘vocabulary by using
Word Clap Game showed an improvement on the students‘vocabulary in
meaning. It was shown by the mean scores of the students in posttest (76.10)
that was higher than the score of pretest (41.75). The score of pretest shows
that the students were lack in vocabulary mastery but the score of posttest
showed a change. Based on the mean score of the students’ pretest that is
41.75, S1 was able to answer 18 questions correctly while S3 was able to
answer 36 questions correctly with the score got was 76.10.
The student’s vocabulary scores in pretest are described by 16 students
from 20 students who failed. After giving a treatment using Word Clap Game,
the student’s vocabulary scores are described by 0 students failed.
Using SPSS 25, the Sig (2-tailed) was 0.00 at the level of sig <a 0.05.
Based on this result the null hypothesis (H0) is rejected and the alternative
hypothesis (H1) is accepted. This can be concluded that there is a significant
different between the score got in pretest and pretest. The significant indicator
defines that the use of Word Clap Game in improving vocabularies is effective.
The result found in this research is in line with the research which had
been done by Lestari (2013), Setyaningsih (2015) and Ayuningtyas (2016) who
also found that the use of Word Clap Game could improve the
students’vocabularies. This game is simple and easy to apply in learning and
the uniqueness of this game does not require any equipment or preparation. So,
the students can study anywhere and anytime with fun.
CHAPTER V
CONCLUSION AND SUGGESTION
This chapter consists of conclusions and suggestions of this research. This chapter
was concerned on what was discussed in the previous chapter.
A. Conclusion
Based on the findings and discussions of the research, the researcher
concluded that the use of Word Clap Game was effective to improve the students’
vocabularies. It was proved by the result of research showed that p value sig. (2-
tailed) was 0.00. It was lower than ᾱ 0.05, it could be assumed that H1 was
accepted and H0 was rejected. The students’ mean score in word meaning were
41.75 (pretest) and 76.10 (posttest). Thus the Word Clap Game can be used by
teachers as a technique for students in learning English in school to improve their
vocabularies.
B. Suggestions
In the research, the researcher found that the game gave solution to the
students in English learning process. The teacher could use this Word Clap Game
as one of effective technique in English teaching after saw the students’
achievement. The teacher can apply Word Clap Game to teach vocabulary for the
other material not just about nouns. The teacher can design Word Clap Game to
make the students more interest in learning. This game is simple and easy to apply
in learning. So, the students can study anywhere and anytime with fun.
The students could use Word Clap Game to increase English vocabulary
competence, because the previous researcher said that with Word Clap Game the
students could easily memories and understand the words even just leaning own
self. This research was one literature for the other researchers to make innovation
technique to improve students‘achievement especially in English Learning
process.
BIBLIOGRAPHY
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APPENDIX A
LESSON PLAN
School : SMPN 1 Kajuara
Subject : English
Grade/semester : VII/ ganjil
Learning material : Noun (animals)
Time : 2x40 menit (2 pertemuan)
A. Core competency
1. Menghargai dan menghayati ajaran agama yang dianutnya
2. Menunjukkan perilaku jujur, disiplin, tanggung jawab, peduli (toleransi, gotong
royong), santun, percaya diri dalam berinteraksi secara efektif dengan lingkungan
sosial dalam jangkauan pergaulan dan keberadaannya.
3. Memahami pengetahuan (faktual, konseptual, dan prosedural) berdasarkan rasa
ingin tahunya tentang ilmu pengetahuan, teknologi, seni, budaya terkait fenomena
dan kejadian tampak mata.
4. Mencoba, mengolah, dan menyajikan 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.
B. Basic competency and indicators
Basic competency Indicators
3.5 Memahami unsur kebahasaan
(vocabulary meaning) teks terkait
dengan nama binatang, benda, dan
bangunan publik yang dekat dengan
kehidupan siswa sehari-hari.
3.5.1 Menyebutkan makna kosakata
teks terkait dengan nama
binatang, benda dan bangunan
publik yang dekat dengan
kehidupan siswa sehari-hari.
C. Learning objectives
1. Siswa dapat menyebutkan kosa kata bahasa inggris yang berkaitan dengan nama
binatang melalui permainan Word Clap Game.
2. Siswa dapat memahami makna kosa kata terkait nama binatang dalam bahasa
inggris melalui permainan Word Clap Game.
D. Learning material: Noun animals
First meeting
No. Animals (binatang) Pronunciation
(pelafalan) Meaning
(arti) 1 Bat /bæt/ Kelelawar 2 Monkey /ˈmʌŋki/ Monyet 3 Butterfly /ˈbʌtəflaɪ/ Kupu-kupu 4 Crocodile /ˈkrɒkədaɪl/ Buaya 5 Duck /dʌk/ Bebek 6 Spider /ˈspaɪdə(r)/ Laba-laba 7 Frog /frɒɡ/ Katak 8 Bird /bɜːd/ Burung 9 Dragonfly /ˈdræɡənflaɪ/ Lalat 10 Ant /ænt/ Semut 11 Cow /kaʊ/ Sapi 12 Dog /dɒɡ/ Anjing 13 Bear /beə(r)/ Beruang 14 Bee /biː/ Lebah 15 Camel /ˈkæml/ Unta
Second meeting
No. Animals (binatang) Pronunciation
(pelafalan) Meaning
(arti) 1 Crab /kræb/ Kepiting 2 Cockatoo /ˌkɒkəˈtuː/ Burungkakatua 3 Dolphin /ˈdɒlfɪn/ Lumba-lumba 4 Elephant /ˈelɪfənt/ Gajah 5 Fish /fɪʃ/ Ikan 6 Goat /ɡəʊt/ Kambing 7 Gorilla /ɡəˈrɪlə/ Gorilla 8 Horse /hɔːs/ Kuda 9 Cat /kæt/ Kucing 10 Tiger /ˈtaɪɡə(r)/ Harimau 11 Mouse /maʊs/ Tikus 12 Lizard /ˈlɪzəd/ Cicak 13 Wolf /wʊlf/ Serigala 14 Chicken /ˈtʃɪkɪn/ Ayam 15 Rabbit /ˈræbɪt/ Kelinci
E. Learning method
Scientific learning, Word Clap Game
F. Learning media and sources
Laptop, spidol, papan tulis
Buku teks, kamus bahasa inggris, internet, list of vocabulary
G. Learning activities
Kegiatan pendahuluan (10 menit)
Salam, tegur sapa dan memberikan motivasi kepada siswa sebelum
memulai pembelajaran.
Mengecek kehadiran dan mengecek kesiapan belajar siswa.
Menjelaskan tujuan pembelajaran dan kompetensi yang akan dicapai.
Menyampaikan garis besar cakupan materi dan penjelasan tentang
kegiatan yang akan dilakukan siswa untuk menyelesaikan latihan dan
tugas dalam pembelajaran.
Kegiatan inti (60 menit)
Mengamati (observing)
Membagikan siswa daftar kosakata/ materipelajaran
Meminta siswa melihat daftar kosakata yang telah dibagikan
Siswa melihat, membaca, mendengar dan menyimak guru menyebutkan
dan menanyakan nama binatang dalam bahasa Inggris (keteladanan).
Menanya (questioning)
Dengan bimbingan dan arahan, siswa menanyakan cara menyebutkan dan arti
nama binatang dalam bahasa Inggris dengan yang ada dalam bahasa
Indonesia, kemungkinan menggunakan ungkapan lain, akibat jika tidak
melakukan, dsb.
Mengumpulkan informasi (experiment)
Siswa membuat list kata-kata baru yang sudah dipelajari
Siswa menyertakan makna kata dalam list
Siswa menyebutkan kata-kata dalam list
Secara kolaboratif, siswa berusaha menggunakan bahasa Inggris untuk
menyebutkan nama binatang dalam konteks pembelajaran, simulasi, Word
Clap Game.
Menanyakan kepada siswa apakah pernah bermain Word Clap Game?
Mengasosiasi (associate)
Sharing dengan teman untuk mendalami makna dan pengucapan kata yang
sudah dipelajari.
Siswa memperoleh balikan (feedback) dari guru dan teman.
Mengkomunikasikan (communicating)
The steps of using Word Clap Game
The researcher lead the game,
The researcher mention the topic about noun animals,
Researcher explains the rule of playing the game,
Researcher divide students in to some groups, each group consists of 7
students. Students sit or stand in a circle, and appoint each one of the
groups that will mention the name of the object first or mention the word
according the topic. The first student from the group will mention the first
word of the topic and the next student will mention the meaning of the
word mentioned, and so on. Clapping theme is noun (animals) for example
for noun animals the first student “I say cat” after that (clap their hands
three times) ”what the meaning?” the second students say “the meaning is
kucing” (clap their hands three times) and so on.
Students who repeat the words that have been mentioned must out in the
circle, but each student who cannot answer is given one chance by saying
"pass",
6. The game ends when there is only one student left as the winner.
Kegiatan penutup (10 menit)
Menanyakan kesulitan dan pemahaman siswa tentang materi pembelajaran
Evaluasi
Closing / penutup
H. Rubric assesment
Score 80-100 Very Good
Score 70-79 Good
Score 60-69 Enough
Score 50-59 Less
Score 0-49 Failed
(Depdikbud, 2006)
Skor siswa = jumlah jawaban yang benar x 100
Jumlah soal
Kajuara, Maret 2020
English teacher Researcher
Muhammad Danial Andi Tenri Wulandari A.M
LESSON PLAN
School : SMPN 1 Kajuara
Subject : English
Grade/semester : VII / ganjil
Learning material : Noun (things)
Time : 2 x40 menit (2 pertemuan)
A. Core Competency
1. Menghargai dan menghayati ajaran agama yang dianutnya.
2. Menunjukkan perilaku jujur, disiplin, tanggung jawab, peduli (toleransi,
gotong royong), santun, percaya diri, dalam berinteraksi secara efektif
dengan lingkungan sosial dan alam dalam jangkauan pergaulan dan
keberadaannya.
3. Memahami pengetahuan (faktual, konseptual, dan prosedural) berdasarkan
rasa ingin tahunya tentang ilmu pengetahuan, teknologi, seni, budaya terkait
fenomena dan kejadian tampak mata.
4. Mencoba, mengolah, dan menyajikan 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.
B. Basic competency and indicators
Basic competency Indicators
3.5 Memahami unsur kebahasaan
(vocabulary meaning) teks terkait
dengan nama binatang, benda, dan
bangunan publik yang dekat dengan
kehidupan siswa sehari-hari.
3.5.1 Menyebutkan makna kosakata teks
terkait dengan nama binatang,
benda, dan bangunan publik yang
dekat dengan kehidupan siswa
sehari-hari.
C. Learning objectives
1. Siswa dapat menyebutkan kosakata bahasa Inggris yang berkaitan dengan
nama benda melalui permainan Word Clap Game.
2. Siswa dapat memahami makna kosakata terkait nama benda dalam bahasa
inggris melalui permainan Word Clap Game.
D. Learning material: Noun things
Third meeting
No. Things (benda)
Pronunciation (pelafalan)
Meaning (arti)
1 Air /eə(r)/ Udara 2 Airplane /ˈeəpleɪn/ Pesawatterbang 3 Ball /bɔːl/ Bola 4 Table /ˈteɪbl Meja 5 Lamp /læmp/ Lampu 6 Television /ˈtelɪvɪʒn/ Televisi 7 Mirror /ˈmɪrə(r) Cermin 8 Marker /ˈmɑːkə(r) Spidol 9 Flower /ˈflaʊə(r)/ Bunga 10 Plant /plænt/ Tanaman 11 Bench /bentʃ/ Bangku 12 Grass /ɡrɑːs/ Rumput 13 Car /kɑː(r) Mobil 14 Broom /bruːm/ Sapu 15 Bicycle /ˈbaɪsɪkl/ Sepeda
Fourth meeting
No Things (benda)
Pronunciation (pelafalan)
Meaning (arti)
1 Ring /rɪŋ/ Cincin 2 Wall /wɔːl/ Dinding 3 Plate /pleɪt/ Piring 4 Key /kiː/ Kunci 5 Hat /hæt/ Topi 6 Sand /sænd/ Pasir 7 Shoes /ˈʃuːʃ/ Sepatu 8 Candy /ˈkændi/ Permen 9 Door /dɔː(r)/ Pintu 10 Eraser /ɪˈreɪzə(r)/ Penghapus 11 Money /ˈmʌni/ Uang 12 Tie /taɪ/ Dasi 13 Paper /ˈpeɪpə(r)/ Kertas 14 Rubbish /ˈrʌbɪʃ/ Sampah 15 Pen /pen/ Pulpen
E. Learning method
Scientific learning, Word Clap Game
F. Learning media and sources
Laptop, spidol, papan tulis
Buku teks, kamus bahasa inggris, internet, list of vocabulary
G. Learning activities
Kegiatan pendahuluan (10 menit)
Salam, tegur sapa dan memberikan motivasi kepada siswa sebelum
memulai pembelajaran.
Mengecek kehadiran dan mengecek kesiapan belajar siswa.
Menjelaskan tujuan pembelajaran dan kompetensi yang akan dicapai.
Menyampaikan garis besar cakupan materi dan penjelasan tentang
kegiatan yang akan dilakukan siswa untuk menyelesaikan latihan dan
tugas dalam pembelajaran.
Kegiatan inti (60 menit)
Mengamati (observing)
Membagikan siswa daftar kosakata/ materi pelajaran
Meminta siswa melihat daftar kosakata yang telah dibagikan
Siswa melihat, membaca, mendengar dan menyimak guru menyebutkan
dan menanyakan nama benda dalam bahasa Inggris (keteladanan).
Menanya (questioning)
Dengan bimbingan dan arahan, siswa menanyakan cara menyebutkan dan arti
nama benda dalam bahasa Inggris dengan yang ada dalam bahasa Indonesia,
kemungkinan menggunakan ungkapan lain, akibat jika tidak melakukan, dsb.
Mengumpulkan Informasi (experiment)
Siswa membuat list kata-kata baru yang sudah dipelajari
Siswa menyertakan makna kata dalam list
Siswa menyebutkan kata-kata dalam list
Secara kolaboratif, siswa berusaha menggunakan bahasa Inggris untuk
menyebutkan nama benda dalam konteks pembelajaran, simulasi, Word
Clap Game.
Menanyakan kepada siswa apakah pernah bermain Word Clap Game?
Mengasosiasi (associate)
Sharing dengan teman untuk mendalami makna dan pengucapan kata yang
sudah dipelajari.
Siswa memperoleh balikan (feedback) dari guru dan teman.
Mengkomunikasikan (communicating)
The steps of using Word Clap Game
The researcher lead the game,
The researcher mention the topic about noun things,
Researcher explains the rule of playing the game,
Researcher divide students in to some groups,
Each group consists of 7 students. Students sit or stand in a circle, and
appoint each one of the groups that will mention the name of the object
first or mention the word according the topic. The first student from the
group will mention the first word of the topic and the next student will
mention the meaning of the word mentioned, and so on. Clapping theme is
things (benda) for example for noun things the first student “I say pen”
after that (clap their hands four times) ”what the meaning?” the second
students say “the meaning is pulpen” (clap their hands four times) and so
on.
Students who repeat the words that have been mentioned must out in the
circle, but each student who cannot answer is given one chance by saying
"pass".
The game ends when there is only one student left as the winner.
Kegiatan penutup (10 menit)
Menanyakan kesulitan dan pemahaman siswa tentang materi pembelajaran
Evaluasi
Closing / penutup
H. Rubric assesment
Score 80-100 Very Good
Score 70-79 Good
Score 60-69 Enough
Score 50-59 Less
Score 0-49 Failed
(Depdikbud, 2006)
Skor siswa = jumlah jawaban yang benar x 100
Jumlah soal
Kajuara, Maret 2020
English teacher Researcher
Muhammad Danial Andi Tenri Wulandari A.M
LESSON PLAN
School : SMPN 1 Kajuara
Subject : English
Grade/semester : VII / ganjil
Learning material : Noun (public places)
Time : 2 x40 menit (2 pertemuan)
A. Core competency
1. Menghargai dan menghayati ajaran agama yang dianutnya
2. Menunjukkan perilaku jujur, disiplin, tanggung jawab, peduli (toleransi,
gotong royong), santun, percaya diri dalam berinteraksi secara efektif
dengan lingkungan sosial dalam jangkauan pergaulan dan keberadaannya.
3. Memahami pengetahuan (faktual, konseptual, dan prosedural) berdasarkan
rasa ingin tahunya tentang ilmu pengetahuan, teknologi, seni, budaya
terkait fenomena dan kejadian tampak mata.
4. Mencoba, mengolah, dan menyajikan 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.
B. Basic competency and indicators
Basic competency indicators
3.5 Memahami unsur kebahasaan
(vocabulary meaning) teks terkait
dengan nama binatang, benda, dan
bangunan publik yang dekat
dengan kehidupan siswa sehari-
hari.
3.5.1 Menyebutkan makna kosa kata teks,
benda, dan bangunan publik yang
dekat dengan kehidupan siswa
sehari-hari.
C. Learning objectives
3. Siswa dapat menyebutkan kosa kata bahasa Inggris yang berkaitan dengan
nama tempat umum melalui permainan Word Clap Game.
4. Siswa dapat memahami makna kosa kata terkait nama tempat umum dalam
bahasa inggris melalui permainan Word Clap Game.
D. Learning material: Noun public places
Fifth meetings
No. Public places (tempat umum)
Pronunciation (pelafalan)
Meaning (arti)
1 Office /ˈɒfɪs/ Kantor 2 Park /pɑːk/ Taman 3 Hospital /ˈhɒspɪtl/ Rumahsakit 4 Airport /ˈeəpɔːt/ Bandara 5 Shop /ʃɒp/ Toko 6 Mosque /mɒsk/ Mesjid 7 Library /ˈlaɪbrəri/ Perpustakaan 8 Market /ˈmɑːkɪt/ Pasar 9 Field /fiːld/ Lapangan 10 Bank /bæŋk/ Bank 11 BarberShop /ˈbɑːbəʃɒp/ Tempatcukur 12 Beauty Salon /ˈbjuːtisælɒn/ Salon kecantikan 13 Boutique /buːˈtiːk/ Butik 14 Café /ˈkæfeɪ/ Kafe 15 Canteen /kænˈtiːn/ Kantin
Sixth meetings
No. Public places (tempat umum)
Pronunciation (pelafalan)
Meaning (arti)
1 Cemetery /ˈsemətri/ Pemakaman 2 Cinema /ˈsɪnəmə/ Bioskop 3 College /ˈkɒlɪdʒ/ Perguruantinggi 4 Dormitory ˈdɔːrmətɔːri/ Asrama 5 Factory /ˈfæktəri/ Pabrik 6 Hotel /həʊˈtel/ Hotel 7 House /haʊs/ Rumah 8 Jail /dʒeɪl/ Penjara 9 Mall /mɔːl/ Mall 10 Gym /dʒɪm/ Pusatolahraga 11 Tavern /ˈtævərn/ Warung 12 Pharmacy /ˈfɑːrməsi/ Apotek 13 School /skuːl/ Sekolah 14 Workshop /ˈwɜːkʃɒp/ Bengkel 15 Zoo /zuː/ Kebunbinatang
E. Learning method
Scientific learning, Word Clap Game
F. Learning media and sources
Laptop, spidol, papan tulis
Buku teks, kamus bahasa inggris, internet, list of vocabulary
G. Learning activities
Kegiatan pendahuluan (10 menit)
Salam, tegur sapa dan memberikan motivasi kepada siswa sebelum
memulai pembelajaran.
Mengecek kehadiran dan mengecek kesiapan belajar siswa.
Menjelaskan tujuan pembelajaran dan kompetensi yang akan dicapai.
Menyampaikan garis besar cakupan materi dan penjelasan tentang
kegiatan yang akan dilakukan siswa untuk menyelesaikan latihan dan
tugas dalam pembelajaran.
Kegiatan inti (60 menit)
Mengamati (observing)
Membagikan siswa daftar kosa kata/ materipelajaran
Meminta siswa melihat daftar kosa kata yang telah dibagikan
Siswa melihat, membaca, mendengar dan menyimak guru menyebutkan
dan menanyakan nama tempat umum dalam bahasa Inggris (keteladanan).
Menanya (questioning)
Dengan bimbingan dan arahan, siswa menanyakan cara menyebutkan dan arti
nama tempat umum dalam bahasa Inggris dengan yang ada dalam bahasa
Indonesia, kemungkinan menggunakan ungkapan lain, akibat jika tidak
melakukan, dsb.
Mengumpulkan Informasi (experiment)
Siswa membuat list kata-kata baru yang sudahdipelajari
Siswa menyertakan makna kata dalam list
Siswa menyebutkan kata-kata dalam list
Secara kolaboratif, siswa berusaha menggunakan bahasa Inggris untuk
menyebutkan nama public places dalam konteks pembelajaran, simulasi,
Word Clap Game.
Menanyakan kepada siswa apakah pernah bermain Word Clap Game?
Mengasosiasi (associate)
Sharing dengan teman untuk mendalami makna dan pengucapan kata yang
sudah dipelajari.
Siswa memperoleh balikan (feedback) dari guru dan teman.
Mengkomunikasikan (communicating)
The steps of using WordClap Game
The researcher lead the game,
The researcher mention the topic about noun public places,
Researcher explains the rule of playing the game,
Researcher divide students in to some groups, each group consists of 7
students. Students sit or stand in a circle, and appoint each one of the
groups that will mention the name of the object first or mention the word
according the topic. The first student from the group will mention the first
word of the topic and the next student will mention the meaning of the
word mentioned, and so on. Clapping theme is public places (tempat
umum) for example for noun public places the first student “I say hospital”
after that (clap their hands five times) ”What the meaning?” the second
students say “The meaning is rumah sakit” (clap their hands five times),
and so on.
Students who repeat the words that have been mentioned must out in the
circle, but each student who cannot answer is given one chance by saying
"pass".
The game ends when there is only one student left as the winner.
Kegiatan Penutup (10 menit)
Menanyakan kesulitan dan pemahaman siswa tentang materi pembelajaran
Evaluasi
Closing / penutup
I. Rubric assesment
Score 80-100 Very Good
Score 70-79 Good
Score 60-69 Enough
Score 50-59 Less
Score 0-49 Failed
(Depdikbud, 2006)
Skor siswa = jumlah jawaban yang benar x 100
Jumlah soal
Kajuara, Maret 2020
English teacher Researcher
Muhammad Danial Andi Tenri Wulandari A.M
APPENDIX B
PRE-TEST
Match these Words below!
Name:
Class:
Noun Meaning
(Arti)
1. Hat Pintu [ ]
2. Library Sapu [ ]
3. Candy Rumah [ ]
4. Mall Cermin [ ]
5. Bear Topi [ ]
6. Money Kunci [ ]
7. Crab Sapi [ ]
8. Ball Perpustakaan [ ]
9. Bag Bandara[ ]
10. Door Buaya [ ]
11. Canteen Tas [ ]
12. Clock Mobil [ ]
13. Cafe Pasar [ ]
14. House Kepiting [ ]
15. Key Beruang [ ]
16. Car Sepatu [ ]
17. Zoo Katak [ ]
18. Cow Permen [ ]
19. Ant Jam [ ]
20. Mirror Uang [ ]
21. Fish Burung [ ]
22. Cinema Bola [ ]
23. Book Pusatperbelanjaan [ ]
24. School Ikan [ ]
25. Mosque Kucing [ ]
26. Dolphin Bangku[ ]
27. dragonfly Kelelawar [ ]
28. Shoes Kafe [ ]
29. Bird Monyet [ ]
30. Cat Kupu-kupu [ ]
31. Bat Lumba-lumba [ ]
32. Hospital Kantin [ ]
33. Frog Kebunbinatang [ ]
34. Broom Rumahsakit [ ]
35. Shop Sekolah [ ]
36. Duck Capung [ ]
37. Bench Buku [ ]
38. Airport Bebek [ ]
39. Crocodile Kantor [ ]
40. Monkey Bioskop [ ]
41. Flower Taman [ ]
42. Market Bunga [ ]
43. Butterfly Masjid [ ]
44. Park Toko[ ]
45. Office Semut [ ]
POST-TEST
Match these Words below!
Name:
Class:
Noun Meaning
(Arti)
1. Tiger Kuda [ ]
2. Ball Pusatperbelanjaan [ ]
3. Market Sekolah [ ]
4. Barbershop Domba [ ]
5. Marker Kambing [ ]
6. Horse Beruang [ ]
7. Broom Pusatolahraga [ ]
8. Bee Ikan [ ]
9. Mall Harimau [ ]
10. Dolphin Bunga [ ]
11. Library Televisi [ ]
12. College Masjid [ ]
13. Gym Ayam [ ]
14. Ring Apotik [ ]
15. Boutique Laba-laba [ ]
16. Pen Bola [ ]
17. Ant Perpustakaan [ ]
18. Television Serigala [ ]
19. Cinema Meja [ ]
20. Goat Kertas [ ]
21. Fish Butik [ ]
22. Zoo Tempatcukur [ ]
23.Tavern Lumba-lumba [ ]
24. Mouse Perguruantinggi [ ]
25. Grass Pasar [ ]
26. Sheep Spidol [ ]
27. Bicycle Dasi [ ]
28. Rubbish Semut [ ]
29. Wolf Kebunbinatang [ ]
30. Flower Tikus [ ]
31. Chicken Sapu [ ]
32. Camel Sepeda [ ]
33. Air Cincin [ ]
34. Paper Toko [ ]
35. Bear Kupu-kupu [ ]
36. Pharmacy Lampu [ ]
37. School Lebah [ ]
38. Lamp Warung [ ]
39. Mosque Tanaman [ ]
40. Office Sampah [ ]
41. Butterfly Unta [ ]
42. Tie Kantor [ ]
43. Shop Bioskop [ ]
44. Spider Udara [ ]
45. Table Pulpen [ ]
APPENDIX C
Students’ Row score of Pre-test and post-test
Students’ score = The number of student’s correct answer x 100
Total number of items
Pre-test Post-test
1. Aisha Haerima 18
45× 100 = 40
34
45× 100 = 76
2. Aisyah Handayani 19
45× 100 = 42
34
45× 100 = 76
3. Alya novianti 23
45× 100 = 51
36
45× 100 = 80
4. Alyssa Purnamasari 18
45× 100 = 40
33
45× 100 = 73
5. A.m Budi Awang 15
45× 100 = 33
33
45× 100 = 73
6. A. uswatun Hasanah 28
45× 100 = 62
42
45× 100 = 93
7. A.riska Amelia 19
45× 100 = 42
34
45× 100 = 76
8. A.riski Amelia 20
45× 100 = 44
34
45× 100 = 76
9. Dwi lara anggriani 18
45× 100 = 40
34
45× 100 = 76
10. Henriansyah 12
45× 100 = 27
30
45× 100 = 67
11. Ikbal Baharuddin 12
45× 100 =
30
45× 100 = 67
12. Lisdayanti 16
45× 100 = 36
32
45× 100 = 71
13. Meriana riski saputri 18
45× 100 = 40
34
45× 100 = 76
14. Muh. Asyril 12
45× 100 = 27
30
45× 100 = 67
15. Muhammad Dhani 14
45× 100 = 31
33
45× 100 = 73
16. Ririn anggriani Asnan 17
45× 100 = 38
32
45× 100 = 71
17. Salma Karyati 25
45× 100 = 56
38
45× 100 = 84
18. Yasqia Pratiwi 28
45× 100 = 62
41
45× 100 = 91
19. Yemma Fatmawati 24
45× 100 = 53
36
45× 100 = 80
20. Zahra Salsabila 20
45× 100 = 44
34
45× 100 = 76
Table of Students Row Score of Pre-test and Post-test
No Responden Pretest Post Test
1 R-1 40 76
2 R-2 42 76
3 R-3 51 80
4 R-4 40 73
5 R-5 33 73
6 R-6 62 93
7 R-7 42 76
8 R-8 44 76
9 R-9 40 76
10 R-10 27 67
11 R-11 27 67
12 R-12 36 71
13 R-13 40 76
14 R-14 27 67
15 R-15 31 73
16 R-16 38 71
17 R-17 56 84
18 R-18 62 91
19 R-19 53 80
20 R-20 44 76
TOTAL 835 1522
APPENDIX D
Table of Students’ vocabulary achievement
PRE TEST
Frequency Percent Valid Percent Cumulative
Percent
Valid
27 3 15.0 15.0 15.0
31 1 5.0 5.0 20.0
33 1 5.0 5.0 25.0
36 1 5.0 5.0 30.0
38 1 5.0 5.0 35.0
40 4 20.0 20.0 55.0
42 2 10.0 10.0 65.0
44 2 10.0 10.0 75.0
51 1 5.0 5.0 80.0
53 1 5.0 5.0 85.0
56 1 5.0 5.0 90.0
62 2 10.0 10.0 100.0
Total 20 100.0 100.0
POST TEST
Frequency Percent Valid Percent Cumulative
Percent
Valid
67 3 15.0 15.0 15.0
71 2 10.0 10.0 25.0
73 3 15.0 15.0 40.0
76 7 35.0 35.0 75.0
80 2 10.0 10.0 85.0
84 1 5.0 5.0 90.0
91 1 5.0 5.0 95.0
93 1 5.0 5.0 100.0
Total 20 100.0 100.0
PRE TEST
Frequency Percent Valid Percent Cumulative
Percent
Valid
Enough 2 10.0 10.0 10.0
Less 2 10.0 10.0 20.0
Failed 16 80.0 80.0 100.0
Total 20 100.0 100.0
POST TEST
Frequency Percent Valid Percent Cumulative
Percent
Valid
Very Good 5 25.0 25.0 25.0
Good 12 60.0 60.0 85.0
Enough 3 15.0 15.0 100.0
Total 20 100.0 100.0
APPENDIX E
The Mean Score of Pretest and Posttest
Statistics
PRE TEST POST TEST
N Valid 20 20
Missing 0 0
Mean 41.75 76.10
Std. Error of Mean 2.378 1.564
Std. Deviation 10.637 6.995
Sum 835 1522
Percentiles
25 33.75 71.50
50 40.00 76.00
75 49.25 79.00
Statistics
PRE TEST POST TEST
N Valid 20 20
Missing 0 0
Mean 41.75 76.10
Minimum 27 67
Maximum 62 93
Percentiles
25 33.75 71.50
50 40.00 76.00
75 49.25 79.00
APPENDIX F
The Percentage of Students’ Vocabulary
The percentage of student ‘development in vocabulary as follow:
P = x2−x1
𝑥1𝑥 100%
P = 76.10−41.75
41.75𝑥 100%
P = 34.4
41.75𝑥 100%
P = 82, 3%
P = 82 %
APPENDIX G
Calculating the T-test analysis Vocabulary
Tests of Normality
Kolmogorov-Smirnova Shapiro-Wilk
Statistic df Sig. Statistic df Sig.
PRE TEST .166 20 .149 .932 20 .170
POST TEST .256 20 .001 .885 20 .022
a. Lilliefors Significance Correction
Paired Samples Statistics
Mean N Std. Deviation Std. Error Mean
Pair 1 PRE TEST 41.75 20 10.637 2.378
POST TEST 76.10 20 6.995 1.564
Paired Samples Correlations
N Correlation Sig.
Pair 1 PRE TEST & POST TEST 20 .957 .000
Paired Samples Test
Paired Differences t df Sig. (2-
tailed) Mean Std.
Deviation
Std.
Error
Mean
95% Confidence
Interval of the
Difference
Lower Upper
Pair
1
PRE TEST
- POST
TEST
-
34.350 4.428 .990 -36.422 -32.278
-
34.692 19 .000
APPENDIX H
TABLE DISTRIBUTION OF T-VALUE VOCABULARY
For Level Of Significance (D) = 0,05
Degree Of Freedom (df) = N – 1 = 20 – 1 = 19
T Tabel = 2. 093
Pr 0,25 0,1 0,05 0,025 0,01 0,005 0,001
Df 0,50 0,20 0,10 0,050 0,02 0,010 0,002
1 1,00000 3,07768 6,31375 12,70620 31,82052 63,65674 318,30884
2 0,81650 1,88562 2,91999 4,30265 6,964557 9,924843 22,32712
3 0,76489 1,63774 2,35336 3,18245 4,540703 5,840909 10,21453
4 0,74070 1,53321 2,13185 2,77645 3,746947 4,604095 7,17318
5 0,72669 1,47588 2,01505 2,57058 3,36493 4,032143 5,89343
6 0,71756 1,43976 1,94318 2,44691 3,142668 3,707428 5,20763
7 0,71114 1,41492 1,89458 2,36462 2,997952 3,499483 4,78529
8 0,70639 1,39682 1,85955 2,30600 2,896459 3,355387 4,50079
9 0,70272 1,38303 1,83311 2,26216 2,821438 3,249836 4,29681
10 0,69981 1,37218 1,81246 2,22814 2,763769 3,169273 4,14370
11 0,69745 1,36343 1,79588 2,20099 2,718079 3,105807 4,02470
12 0,69548 1,35622 1,78229 2,17881 2,680998 3,05454 3,92963
13 0,69383 1,35017 1,77093 2,16037 2,650309 3,012276 3,85198
14 0,69242 1,34503 1,76131 2,14479 2,624494 2,976843 3,78739
15 0,69120 1,34061 1,75305 2,13145 2,60248 2,946713 3,73283
16 0,69013 1,33676 1,74588 2,11991 2,583487 2,920782 3,68615
17 0,68920 1,33338 1,73961 2,10982 2,566934 2,898231 3,64577
18 0,68836 1,33039 1,73406 2,10092 2,55238 2,87844 3,61048
19 0,68762 1,32773 1,72913 2,09302 2,539483 2,860935 3,57940
20 0,68695 1,32534 1,72472 2,08596 2,527977 2,84534 3,55181
21 0,68635 1,32319 1,72074 2,07961 2,517648 2,83136 3,52715
22 0,68581 1,32124 1,71714 2,07387 2,508325 2,818756 3,50499
23 0,68531 1,31946 1,71387 2,06866 2,499867 2,807336 3,48496
24 0,68485 1,31784 1,71088 2,06390 2,492159 2,796939 3,46678
25 0,68443 1,31635 1,70814 2,05954 2,485107 2,787436 3,45019
26 0,68404 1,31497 1,70562 2,05553 2,47863 2,778715 3,43500
27 0,68368 1,31370 1,70329 2,05183 2,47266 2,770683 3,42103
28 0,68335 1,31253 1,70113 2,04841 2,46714 2,763262 3,40816
29 0,68304 1,31143 1,69913 2,04523 2,462021 2,756386 3,39624
30 0,68276 1,31042 1,69726 2,04227 2,457262 2,749996 3,38518
31 0,68249 1,30946 1,69552 2,03951 2,452824 2,744042 3,37490
32 0,68223 1,30857 1,69389 2,03693 2,448678 2,738481 3,36531
33 0,68200 1,30774 1,69236 2,03452 2,444794 2,733277 3,35634
34 0,68177 1,30695 1,69092 2,03224 2,44115 2,728394 3,34793
35 0,68156 1,30621 1,68957 2,03011 2,437723 2,723806 3,34005
36 0,68137 1,30551 1,68830 2,02809 2,434494 2,719485 3,33262
37 0,68118 1,30485 1,68709 2,02619 2,431447 2,715409 3,32563
38 0,68100 1,30423 1,68595 2,02439 2,428568 2,711558 3,31903
39 0,68083 1,30364 1,68488 2,02269 2,425841 2,707913 3,31279
40 0,68067 1,30308 1,68385 2,02108 2,423257 2,704459 3,30688
DOCUMENTATION
Situations when opening classes & introductions
Situation when checking student attendance
CURRICULUM VITAE
Andi Tenri Wulandari A.M was born on May 1 th, 1997 in
Kawerang, Sulawesi selatan kabupaten Bone. She is the
third child from six siblings of the couple Andi Amrullah
and Sudarwati. In 2007 she studied in elementary school at
SDN 263 Awang Tangka, Kecamatan Kajuara and graduated
in 2010, then she continued as a student in junior high school at SMPN 1 Kajuara
and graduated in 2012. After finishing she study in Junior high school, she
registered as a student at SMAN 8 Bone and graduated in 2015. Then she
continued her studied as a student in English education department of
Muhammadiyah University of Makassar on Strata 1 and finished with thesis and
the title “The Effect of Word Clap Game in Learning Vocabulary (A Pre
Experimental Research at The Seventh Grade of SMPN 1 Kajuara)”.