THE EFFECT OF USING TABOO GAME ON GRADE EIGHT STUDENTS’ VOCABULARY ACHIEVEMENT AT SMPN 1 BANGSALSARI IN THE 2012/2013 ACADEMIC YEAR
Abstract
SUMMARY
The Effect of Using Taboo Game on Grade 8 Students’ Vocabulary Achievement
at SMP Negeri 1 Bangsalsari in the 2012/2013 Academic Year; Hidayati Agustina,
080210401070; 2013:52 pages; English Education Program of Language and Arts
Education Department, the Faculty of Teacher Training and Education, Jember
University.
Vocabulary is one of the important language components that should be
mastered by the students. Tarigan (1989:2) argues that the quality of someone’s
language skill depends on his/her quality and quantity of vocabulary they have.
Someone who has sufficient vocabulary, he/she will have better performance and
bigger chance to master language. If he/she has low vocabulary mastery, she/he
cannot express feeling, idea and opinion well. By having sufficient vocabulary, they
can express their idea, opinion and chat well with others. Therefore, the researcher
chose game to teach vocabulary. Moreover Wright et al. (1996:1) say that games not
only can encourage and help students sustain their interest and work but they can also
help the teacher to create context in which language can be meaningful and useful.
This means that games can be useful in language teaching learning process.
This research was done to know whether or not there is a significant effect of
using Taboo game on students’ vocabulary achievement at SMPN 1 Bangsalsari in
the 2012/2013 academic year. The research design was quasi experimental research.
The population of this research was grade eight students of SMPN 1 Bangsalsari in
the 2012/2013 academic year consisting of six classes. The previous students’ score
from the teacher were analyzed by using ANOVA. The result of analysis by using
ANOVA was not homogenous. So, the research respondents were determined by
choosing two classes who had the closest mean score. Then lottery was conducted to
determine the experimental and control group.
The research involved two classes, the experimental and the control group.
The experimental group consisted of students who were given treatment, teaching
xv
vocabulary by using Taboo game and the control group consisted of students who
were not given treatment but they were taught by using lecturing and question and
answer. The research respondents were VIII C and VIII D.
The primary data of this research were collected from the students’ post test,
while the supporting data were gained through interview and documentation and
observation. The primary data were collected then analyzed by using t-test formula.
The statistical value of t-test was - 0.072 , while the t-table with significance level of
5% and the degree of freedom (D
) of 57 was 1.684 (- 0.072 <1.684). It indicated that
the result of t-test analysis was not significant. Therefore, the null hypothesis (H
f
)
which was formulated: “There is no significant effect of using Taboo game on grade
eight students’ vocabulary achievement at SMP Negeri 1 Bangsalsari in the
2012/2013 academic year” was accepted. On the other hand, the alternative
hypothesis (H
) which was formulated: “There is a significant effect of using Taboo
game on grade eight students’ vocabulary achievement at SMP Negeri 1 Bangsalsari
in the 2012/2013 academic year” was rejected.
a
The research results showed that there was no significant effect of using
Taboo game on grade eight students’ vocabulary achievement at SMP Negeri 1
Bangsalsari in the 2012/2013 academic year. Therefore, according to this research, it
is not suggested that the English teacher of grade eight use Taboo game as an
alternative teaching technique in teaching vocabulary. However, it is suggested to be
used at the students that have medium or high proficiency level.