Show simple item record

dc.contributor.advisorSuharjito, Bambang
dc.contributor.advisorAdi A.T, Made
dc.contributor.authorDAMAYANTI, TRISKA DAYU
dc.date.accessioned2017-01-18T06:50:20Z
dc.date.available2017-01-18T06:50:20Z
dc.date.issued2017-01-18
dc.identifier.nim120210401042
dc.identifier.urihttp://repository.unej.ac.id/handle/123456789/78870
dc.description.abstractThe design of this research was a Classroom Action Research. The purpose of this research was to improve the tenth grade students’ vocabulary achievement by using Bingo game at SMA NU Genteng. Based on the preliminary study that have conducted by the researcher in that school, it was known that the students still had a problem when they learn English. The main problem was most of the student lack of vocabulary. There was one reason that made the students were not interested in study English. The English subject was placed in the last hours. Therefore, it made the students feel less enthusiastic to study English. Some students looked so lazy during the teaching learning process in the classroom. In addition, there were some misbehaved students in the class who were not pay attention to the teacher’s explanation. Most of the students tended to chat with their friends and did something else when the teacher gave the explanation in the classroom. Based on the interview that was done by interviewing the English teacher, the teacher said that the standard minimum score of English subject in SMA NU in the tenth grade was 70. After the teacher conducted the vocabulary test in the three classes, it was known that X1 had the lowest mean score among those classes. It was revealed that the students who achieved the standard minimum score of 70 in X1 only 26% from the total number of students. There were 8 students who achieved the standard minimum score (≥70) of the test, while as many as 22 students could not pass the test, and 2 students did not join the test. Moreover, the teacher never used media when she taught vocabulary. Therefore, it made the students easily feel bored in the classroom. ix The data obtained in this research were vocabulary test and observation checklist. There was an improvement of the students’ active participation in cycle 1 (meeting 1 and meeting 2). The result of the students’ active participation in meeting 1 was 63% with 17 students were categorized as active students and 10 students as passive students. Meanwhile, the result of the students’ active participation in meeting 2 was 81%. As many as 21 students were categorized as active students and 5 students as passive students. The average percentage of the students’ active participation in meeting 1 and meeting 2 was 72%. Based on the result, it can be reported that the result of the students’ active participation was increased from 63% in meeting 1 to 81% in meeting 2. The result of the vocabulary achievement test in cycle 1 had fulfilled the success criteria of the research that was 70% of the students got ≥70. The result showed that 75% of the students got the standard minimum score in this vocabulary achievement test. There were 24 students who could achieve the standard minimum score and the rest of the students as many as 8 students could not achieve the standard minimum score. Meanwhile, the result of the vocabulary test given by the teacher was 26%. In conclusion, the result of the test was increased from 26% (the vocabulary test given by the teacher) to 75% (the vocabulary test given by the researcher). Based on the result of the research, it can be concluded that the use of Bingo game could improve the tenth grade students’ vocabulary achievement and their active participation during teaching and learning process.en_US
dc.language.isoiden_US
dc.subjectBINGO GAMEen_US
dc.subjectVOCABULARYen_US
dc.titleENHANCING THE TENTH GRADE STUDENTS’ VOCABULARY ACHIEVEMENT BY USING BINGO GAME AT SMA NU GENTENGen_US
dc.typeUndergraduat Thesisen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record