This study examines improving students' vocabulary mastery using charades games. It was conducted with 7th grade students at SMPN 2 Sawoo who had difficulty with vocabulary. The study used a classroom action research design over two cycles. Results showed improvement in vocabulary scores from an average of 49.8 before to 77 after the first cycle and 87.6 after the second, with all students meeting the minimum criteria by the end. Using charades games made the teaching process more engaging and motivating for students.
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Keyword: Vocabulary, Charades Game
This study examines improving students' vocabulary mastery using charades games. It was conducted with 7th grade students at SMPN 2 Sawoo who had difficulty with vocabulary. The study used a classroom action research design over two cycles. Results showed improvement in vocabulary scores from an average of 49.8 before to 77 after the first cycle and 87.6 after the second, with all students meeting the minimum criteria by the end. Using charades games made the teaching process more engaging and motivating for students.
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ABSTRACT
IMPROVING VOCABULARY MASTERY
USING CHARADES GAME AT SEVENTH GRADE OF SMPN 2 SAWOO IN ACADEMIC YEAR OF 2015/2016
KAWITAN DIAN LUNGIT
NPM. 1221082293
This researchers focuses on vocabulary mastery because for most
students are still have not much vocabulary. Unfortunately, there are lots of the junior high School in Indonesia find difficulty to remember the meaning of words. One of the schools which has the same problem as another schools is SMPN 2 Sawoo Ponorogo. The seventh grade students of SMPN 2 Sawoo Ponorogo get difficulty to express words well in English. There are lots factors caused this problem, such as monotonous technique, students bored and low participation to learn English, especially inlearning vocabulary. The purpose of research is to know whether there is an improveement on students vocabulary using Charades game at seventh grade of SMPN 2 Sawoo Ponorogo in the academic year of 2015/2016. The design research is using Classroom Action Research. This research did on seventh grade C students. This class has 25 students. The researcher used Suharsimi Arikuntos model of Classroom Action Research. This study was conducted on March-May. It was conducted in 2 cycles. Each cycle consist of planning, acting, observing, and reflecting. In this research, the researcher worked collaboratively with the English teacher in the class. The data were gathered through qualitative and quantitative data. The qualitative data were gained by the analyzing the observation result. Then quantitative data were obtained from the students vocabulary score of pretest and posttest and questionnaire. Based on the result of this research showed that there was a development on the students vocabulary mastery, it can be seen from the mean score of pretest were 49.8, the mean score of post test 1 was 77, and the mean score of post test 2 was 87.6. in addition there were no students who passed Minimum Mastery Criterion (KKM) in the pre test. Meanwhile, in the cycle 1 there were 15 students who passed Minimum Mastery Criterion (KKM), and it gained which was in post test cycle 2 all students (25) passed Minimum Mastery Criterion (KKM), so the criteria of success was achieved. In conclusion, clearly that by using Charades game helps students in improving their vocabulary. The students more interest and motivated in the teaching learning process during the implementation of charades game.