dc.description.abstract | Vocabulary
as
one
of
the
Language
components
is
important
in
learning
English.
However,
many
students
still
find
difficulties
in
studying
vocabulary.
Therefore,
game is needed to help students who h
ave learning difficult
y, e
speciall
y in vocabulary. This
Classroom
Action
Research
was
intended
to
improve
the
fifth
grade
students’
vocabulary
achievement
and
their
active
participation
by
using
“question
and
answer”
game
at
SD
Negeri
Sumbersalak
01
Ledokombo
Jember
in
the
2011/2012
academic
year
.
That
was
determined
purposively.
They
were
chosen
because
the
fifth
grade
students
in
that
classroom
still
had
problems
in
learning
new
vocabulary
and
memorizing
the
meanings
of
the
words.
It
was
proved
from
the
average
scores
of
the
students’
vocabular
y
achievement
test
that
was
50,
while
the
standard
passing
grade
of
the
school
was
65.
This
research
was
done
in
two
cycles, i
n
which
each
cycle
covered
four
activities
namely:
the
planning
of
the
action,
the
implementation
of
the
action,
classroom
observation,
evaluation
and
reflection
of
the
action.
Then,
each
cycle
was
conducted
in
two
meetings,
in
which
vocabulary
test
conducted
in
the
third
meeting.
The
data
collection
methods
used
in
each
cycle
were
xii
classroom observation and vocabulary test, to conduct the primary data and supporting data
by interview and documentation were used to get supporting data.
The result of observations and vocabulary test in cycle 1 did not achieve the
target requirement of the research. The result of the observation in cycle 1 showed that 20
students of 31 students (65%) were actively involved in the first meeting. Then, in the
second meeting, there were 22 students of 31 students (71%) who were actively involved in
the teaching learning process of vocabulary. In other words, the percentage of the student’s
active participation in cycle 1 had not achieved the target percentage yet. Meanwhile the
result of the students’ vocabulary test done after the action in the first cycle showed that the
mean score was 61,29 and only 55% of the students got score at least ≥ 65. The result
showed that the students’ vocabulary achievement in the first cycle had not achieved the
target average score that was 65. Therefore the action cycle was continued to the second
cycle by revising some necessary changes used in the first cycle.
In the cycle 2 the result of observations and vocabulary test achieved the target. It
showed that in the first meeting, there were 26 students of 31 students or 84% who were
actively taking part of the teaching learning process, 28 students of 31 students or 90%
were active in the second meeting. The result of the students’ vocabulary test also reached
the target score in cycle 2 (M=72, 42) which was higher than cycle 1 (M=61, 29). In this
cycle, there were 27 students or 81% of the students got score
≥ 65. It means that the
teaching vocabulary by using “Question and Answer” game could improve the students’
vocabulary achievement.
Based on the above results, it could be concluded that teaching vocabulary by using
“Question and Answer” game was useful and good to improve the students’ vocabulary
achievement and to make students participate actively during the teaching learning of
vocabulary at SD Negeri Sumbersalak 01 Ledokombo Jember. The students were motivated
to learn new words in relax atmosphere. They enjoyed and felt comfortable, did not feel
afraid of making mistakes. The students were motivated to be active in teaching learning of
vocabulary because the game facilitates a competitive situation, done in relax situation and
made
students
enjoy
the
game.
Therefore,
it
is
suggested
to
the
English
teacher
to
apply
game,
in
order
to
help
students
who
have
difficulties
in
learning
vocabulary
to
increase
their vocabulary mastery. | en_US |