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CHAPTER I
INTRODUCTION
II
Because of the material of English subject is very variety, so the teachers
are obligated to choose the suitable approach, strategy, and method in order to
achieve the teaching purposes easily, and the media will make the students to be
more motivated to study. The teacher who is able to present the material easily
will be students’ idol. The teacher can use some methods in teaching learning
process to help the students’ understanding about the material that is explained. In
applying method, the teachers have to prepare many things like; teaching material,
classroom management, and many other aspects because using inappropriate
technique can make the students get difficulties in understanding the teacher’s
explanation and it means that the teacher may be failed in teaching them.
To make the students have strong interest in teaching and learning process
especially in learning speaking, the teacher should take the best approach, method,
and strategies. Then, the teacher can use media in teaching of English language,
method are used to help the students for speaking to make interaction between the
teacher and students. Furthermore, the teacher has to prepare the interested aids
before teaching learning process done. In this case, the researcher used board
game as method in teaching learning processes.
The teacher can use board game as method in teaching and learning
processes. According to (Hornby; 1995, p. 486) game is an activity that you do to
have some fun. Board game can be defined as something or an instrument that is
used to attract students’ motivation to follow the teaching and learning process
because board game can make the students more focus in learning, because they
do not feel that they are forced to learn. They also enable learners to acquire new
experiences within a foreign language which are not always possible during a
typical lesson. Board game can be method that will give many advantages for
teacher and the students either.
Method must be able to increase the students’ motivation in learning
English, especially in speaking English. And, method has to be able to
manipulate, see able, listenable, and readable. At last the teacher hopes that
method can motivate his students to speak English to communicate their need
especially in the classroom and in their daily need in general.
2
Board game as a method of intertwinement can build up the students’
motivation and reinforce any language skill as speaking and listening. The
students playing board game in the classroom only for language learning and help
them to increase their speaking skill which they can apply it outside of the
classroom.
Communication is one of the implementation of language function in
society as a means of carrying out the affairs. Students are not easy to speak
English fluently if they only study at school generally, they will get it in real life
listening to the native speaker. But, if the school has certain rule and has good
condition of school environment, so the students can speak English as well.
Speaking is one of four language skills, which is basic function of
language as communication instrument. Students who study at the school which
use certain language will be a good speaker, different from students who study at
the other school. They will get difficulties in using English to speak each other; it
is caused by condition of school environment and media that is used in teaching
them.
B. Focus of the Study
Based on the background of the study above, this study is limited to
find out the increasing of students’ speaking ability through board game. The
subject of the study is the eighth graders of SMP NEGERI 2 TAPIAN NAULI in
the school year 2014/2015.
C. Statement of the Problem
Based on the background above, the problem can be formulated as
follows: “How can board game increase the students’ speaking ability at the
eighth graders of SMP NEGERI 2 TAPIAN NAULI in the school year
2014/2015?’’
D. Purpose of the Study
This study is aimed at finding out the role of board game in increasing
students’speaking ability for the eighth graders of SMP NEGERI 2 TAPIAN
NAULI in the school year 2014/2015.
3
E. Significances of the Study
The results of this study are expected to give both theoretical and
practical benefits as follows:
1. Theoretically
The result of this study is expected to find out strategy of increasing
students’ speaking ability through board game.
2. Practically
a. Teacher
1) Teacher can use the material easier and she/he will have a new
english speaking.
b. Students
something.
c. Researcher
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CHAPTER II
REVIEW OF LITERATURE AND ATION HYPOTHESIS
A. Speaking Ability
In this chapter will discuss about the nature of speaking, the meaning
of speaking, the function of speaking, the aspect of speaking ability, and macro
and micro skill of speaking ability.
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Speaking is an articulation of sound to express thought. Tarigan (1990, p.15),
says that speaking is the capability in pronouncing sound or word to express or
convey though, idea or feeling” opinion and wish. Another expert says that
speaking is talk or speaks (Haryanto in Sunardi, 2004, p. 13). If both speaking and
ability are combined, so it means a capability to utter the articulation of sound to
express or to deliver thought, opinion and wish to the other person.
6
4. The Aspect of Speaking Ability
a) Macro Skills of Speaking(Sharma, 2010, P. 5). Here are the skills that
should be implemented in speaking activities:
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3. Convey links and connections between events and communicate such
relations as focal and peripheral ideas, events and feeling, new information
and given information, generalisation and exemplification.
4. Convey facial features, kinesics, body language, and other nonverbal cues
along with verbal language.
5. Develop and use a battery of speaking strategies, such as emphasizing key
words, rephrasing, providing a context for interpreting the meaning of
words, appealing for help, and accurately assessing how well your
interlocutor is understanding you.
Here are some of the micro skills involved in speaking. The speaker has to:
Make the discourse hang together so that people can follow what you are
saying. (Carol J. Orwig 1999, P. 23).
8
B. Board Game
This chapter discuses about the meaning of board game, the concept of
board game, the advantages of board game, the disadvantages of board game, and
teaching speaking by using board game.
1. The Meaning of Board Game.
To increase the speaking skill we need method to be used. One of them is
game. The definition of game is an activity that you do to have some fun (Hornby,
1995, p. 486). Therefore, board game can be defined as something or an
instrument that is used to attract students’ motivation to follow the teaching and
learning process because board game can make the students more focus in
learning, because they do not feel that they are forced to learn. They also enable
learners to acquire new experiences within a foreign language which are not
always possible during a typical lesson. Board game can be method that will give
many advantages for teacher and the students either. Buckby (1994, P. 82) The
useful of board game are attract the students to learn English because it is fun and
make them want to have experiment, discover and interact with their environment
are:
a) Board game adds variation to a lesson and increase motivation by
providing a plausible incentive to use the target language. For many
children between four and twelve years old, especially the youngest,
language learning will not be the key motivation factor. Board game can
provide this stimulus. Buckby (1994, P. 82).
b) The game context makes the foreign language immediately useful to the
children. It brings the target language to life. Buckby (1994, P. 82).the
board game makes the reason for speaking plausible even to reluctant
children.
c) Through playing board game, students can learn English they way children
learn their mother tongue without being aware they are studying; thus
without stress, they can learn a lot.
d) Even shy students can participate positively.
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e) Make your classroom a lively place through the use of attractive wall
displays, displays of pupils’ work, etc. language classroom is noisy with
the language (English) is good because it will make the classroom more
live in English (practice)
f) Motivate pupils to want to learn English by using interesting and enjoyable
learning activities. E.g., project work, board game, drama. It means
learning by playing.
g) Create warm and happy atmosphere where teacher and pupil enjoy
working together. Teacher arranges good atmosphere in classroom and
make the students interested.
h) Help pupils to develop personal reasons for learning English. For example
by encouraging out-of –school class activities, e.g. pen friends, project,
reading story books.
i) Make learning English enjoyable and fun-remember you are influencing
their attitude to language learning. (Lower as affective filter). It means
teacher has to try in order to students are having fun in learning (learning
by playing). Remember teacher is influencing their attitude to language
learning
j) Do not worry about mistakes. Be encouraging – make sure children feel
comfortable, and not afraid to take part. It means teacher does not blame
directly to students, teacher must give support to students while repair their
mistakes.
k) Use a lot of gestures, actions, pictures to demonstrate what you mean. It
means teacher has to try to accompany her explanation with method in
order to students understand easily. Don’t force the students to use the
language directly, just give them examples by gestures
l) Talk a lot to them in English, especially about things they can see. Teacher
must teach them by using English, especially about anything in their
surroundings.
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m) Play board game, singsongs, say rhymes and chants together. It means
teacher has skills in playing board game, singsong etc to make them enjoy
and interest in learning.
n) Tell simple theories in English, using pictures, acting with different voices.
o) Do not worry when they use their mother tongue. You can answer a mother
tongue question in English, and sometimes recast in English what they say
in their mother tongue. It means if the students use their mother tongue,
the teacher translate to English and repeat again, again and again to make
them always remember what teacher means.
p) Constantly recycle new language but do not be afraid to add new things or
to use words they will not know. Teacher gives new language while
remember the last topic.
q) Plan lesson with varied activities, some quiet, some noisy, some sitting,
some standing and moving, it means teacher must demonstrate his
teaching with several activities (moiling teaching), sometimes teacher sit,
stand up in front of or behind the students.
2. The Concept of Board Game
Hammond (2011, P. 1). While the concept of a board game is not
new, the playing of board games is timeless. Many of us enjoy playing a
good board game now and then. Perhaps some of us have a regular "game
night." Whether you go for the traditional Monopoly or Yates or prefer
more unique games like Gator Golf and Bolkus, board games can be very
entertaining. A lot of companies are making educational board games that
teach things such as adding or phonics. While these are obviously
educational, any type of board game can teach kids many important
concepts.
This article will address 5 important concepts that playing board
games can teach children. 1. Taking Turns and Having Patience, 2. Playing
Fair, 3.Reasoning and Strategy Skills, 4. Good Sportsmanship, 5.
Friendships and Working Together.
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1. Taking Turns and Having Patience: In board games, kids are taught to wait
for their turn. Sometimes this can be hard as kids tend to get
anxious. However, as this skill is practiced, it will get easier for them in
board games and in playing with friends and siblings in general.
2. Playing Fair: It is so easy for kids to get upset when they lose a turn or
things don't go the way they planned, but it is important for them to learn
that cheating is not fair. In a way it follows the golden rule because they
wouldn't want someone else to cheat so they need to not cheat. Learning
this concept will help kids as they grow older and have different
disappointments when things don't turn out as planned. It will also teach
them to be honest in school and, later on, the workplace.
3. Reasoning and Strategy Skills: Playing board games will help kids reason
and strategize about the best way to "play their cards" to their best
advantage. This is an important concept in making everyday life decisions
throughout.
4. Good Sportsmanship: Many kids get so worked up about having to win the
game and boast if they do. Then if they don't win they may be bitter or say
hurtful things. Kids need to know that having fun is the most important
part of playing the game and to be humble and have good sportsmanship
no matter who wins. Learning this concept can help them in any
friendships they have as well as to be happy about others achievements.
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7. Speaking skill board game bring real world context into the classroom,
and increase students’ use of English in a flexible, meaningful and
communicative way.
8. Board games usually involve friendly competition and they keep
students interested in learning the language.
9. Board game can help them (children) learn and hang on to new words
more easily.
The reasons of the writer in choosing board game as educational
method for teaching speaking to the children are:
1. Board game makes learning fun so your class and children are
willing participants and not just there because they have to be.
2. Playing a game has a purpose to it, an outcome, and in order to play
students have to say things – they have a reason to communicate
rather than just repeat things back mindlessly. Therefore, they want
to know and learn more.
3. Students get to use the language all the time during the board game
4. They involve a lot of repetition, and repetition is the mother of skill,
it can be boring, but thanks to this board game, it is fun.
5. How do you expect your class or children to apply speaking skill if
they never use it? Repetition is the mother of skill.
6. The board game lends themselves perfectly to quick bursts of
revision. Using some of the board game, you can revise a massive
amount of speaking skill and grammar in a few minutes.
7. If you use board game to revise two or three topics every lesson, as
well as teach the new language, imagine how well your kids will do
at exam time, and how proud you will feel.
8. Children have a short attention span (even more so these days with
the style and pace of the method, and computer board game), so
injecting lively varied board game into your classes to practice the
language you are teaching will keep your children alert and enjoying
themselves
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9. The philosophy of encouragement incorporated into this board game
allows all students, including the less good ones, to gain in
confidence. Usually this doesn't just mean they get better at your
subject, but in all subjects. This makes everybody, including you,
more motivated and optimistic, and you can really make a difference
by helping your pupils have more self-esteem so they succeed in all
areas of life.
10. You do not need many materials to play these board game (in some
cases you need only your regular black board or classroom props).
Once you have used the board game once you will need virtually no
preparation time at all!
11. You will be able to give stimulating fun classes while keeping your
evenings free for yourself and your own hobbies, family and friends,
based on the above description, can be therefore it can be
summarized that:
a) Board games are often used as short warm-up activities or when
there is some time left at the end of a lesson. In this case, a game
should not be regarded as a marginal activity filling in odd
moments when the teacher and class have nothing better to do.
Board game ought to be at the heart of teaching (foreign)
languages.
b) Board game can be used at all stages of the lesson. But teachers
must be sure that board game provided, are suitable and
carefully selected by the teachers.
c) Before playing a game teachers should give attention to the
number of students, proficiency level, cultural context, timing,
learning topic, and the classroom settings.
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4. The Disadvantages of Board Game
Dewar (2009, p. 15). There are many disadvantages of using board game
in the classroom:
1. Most people play with house rules (ex. money under free parking,
not using the auctions, etc) that cause the game to last much longer
than it should.
2. Player elimination. Players can get knocked out of the game early.
Who wants to watch other people play a game?
3. Too dependent on luck. Once all the properties are bought &
traded, the game is just rolling the dice until everybody goes
bankrupt.
4. Doesn't scale well to the number of players. 4 players seem to be
ideal.
5. Players takes too long and 2 players is completely pointless
(without trades, it's all luck).
6. The game is almost 100 years old. Much better designed games
have been released since then (Acquire, Power Grid, Settlers of
Catan, Railroad Tycoon).
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Game: (1) take pictures in front of the class (2 try to attract the students’
understanding about Board Game (3) the teachers begin to explain what does the
Board Game talk about; (4) in order to know the achievement of the students, the
teachers ask one of the students to repeat again what does the teachers do before
and, (5) after the teachers feel that all the students have understood of the
material, the teacher continue to another topic.
C. Relevant Study
The studies that have relevant with this study are: first this study which
has relevance with this research was conducted by Nugroho Noto Susanto (2007 /
The problem of his study, those were: What Contributions can the Native
The researcher used in his study was Experimental design in which his
divided the sample into two groups that is Experimental group and Control
group with a test formula and the result of his research showed that the mean
scores of critical value test equals to 2.851, this critical value is higher than that of
degrees of freedom 400-60 at confidence level 0.05 (95 %) with 1.67 and at
Furthermore, the difference of his research can be seen on the design used.
He used Experimental Design and the Present researcher used class room action
16
Second. NurulHidayah (2008/2009) on the Effect of English Speaking Club
(ESC) towards the Students’ Speaking Ability for the Second Year Students of
The problem of her study, those were: Does the of English Speaking Club
(ESC)towards the Students’ Speaking Ability for the Second Year of SMA HKBP
Sibolgain the School Year of 2008-2009? To what extent English Speaking Club
(ESC) as the best program to optimize Teaching Speaking Ability for the second
The research used in her study was Quantitative design by using Ex-post
FactoResearch. The result of his study shown in testing the hypothesis the
researcher used t-test 3.55 on significance level 0.05 (df=38) was 0.320
used. She used Quantitative design by using Ex-Post Facto and the
Present researcher used class room action research. Meanwhile, the similarity of
this research is the researcher the methodin teaching and learning process.
D. Theoretical Framework
Based on the relevant studies result can be proposed the theoretical
framework of the research, that may used as a basic of hypothesis formulation and
to comprehend the inter variable relation.
Speaking is one of language component that is function to express feeling,
opinion, ideas, and emotion. One of strategy to increase speaking is discussion.
By board game is one method in teaching speaking which encourage students to
speak as much as possible.
According to (Hornby, 1995, p. 486). The definition of game is an activity
that you do to have some fun. Therefore, board game can be defined as something
17
or an instrument that is used to attract students’ motivation to follow the teaching
and learning process because board game can make the students more focus in
learning, because they do not feel that they are forced to learn. They also enable
learners to acquire new experiences within a foreign language which are not
always possible during a typical lesson. Board game can be method that will give
many advantages for teacher and the students either.
Based on the statement above, board game is as method may help the
students in learning English especially in speaking ability. Likewise, the writer
wants to investigate increasing students’ speaking ability through board game.
E. Action Hypothesis
The hypothesis of the result study is formulated as follows:” the
implementation of board game can increase students’ ability in speaking for the
eighth graders of SMP NEGERI 2 TAPIAN NAULI in the school year 2012 / 2013.
18
CHAPTER III
RESEARCH METHODOLOGY
A. Research Design
The present researcher categorized into a classroom action research.
Classroom action research design to help a teacher to find out what is happening
in his or her classroom, and to use that information to make the wise decisions for
the future. The approach used in the classroom action research can be qualitative
or quantitative, descriptive or experimental. According to Kurt Lewin (in
suharsimi, 2002), there are four components of action research, they are, planning,
acting, observing, and reflecting. Action research is categorized, as qualitative
research although the data collect can be in a form of quantitative. Meanwhile,
Kemmis (in suharsimi, 2002, p. 84). States that action research is a form of self-
reflective inquiry under taken by participants in a social (including education)
situation in order to improve the rationality and of (a), their own social or
educational practices justice, (b) their understanding of their practice, and (c)
situations on which practice are carried out. Because this study is an action
research, than this study focuses on practical, not statistical significance and
present raw data
Reflection
Planning
Planning
Reflection
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design is used in this research is the classroom action research. According to
suharsimi, (2002, p. 82) that action research is a solving problem strategy which is
use the real action in form of innovative development process in detecting and
solving problem.
The procedure of the classroom action research consists of cycles. The cycle
is administrated based on the progress being achieved. To identify the students’
ability in English pronunciation, the students were given diagnostic test
functioning as initial evaluation. This initial observation is conducted in order to
determine appropriate action in increasing English. Form evaluation and the
observation, it is determine in the reflection that to increase students English
pronunciation in reading aloud focusing on the narrative text.
In classroom action research design, there are four components that will be
done, there are planning, action, observing and reflecting (Lewin in suharsimi
2002, p. 83), in the same page, Kammis and Mc Teggart united the second and
third component, those are acting and observing. Then the components show
cycles or the ongoing activities that can be seen in this component below:
1. Planning
Before beginning the first cycle, however at the very beginning step as
the preliminary, a diagnostic evaluation was done to investigate the degree
of the students’ English pronunciation in reading aloud focusing on the
narrative text. It is done by applying a pre-test to the students. The result of
pre-test is telling the researcher how far the students’ ability.
The details of the research planning can be describe as follows; before
implementing the determined action, the teacher will prepare all need and
supportive material as well as the steps applied. They are:
a. Making the lesson plan i, e, the step of presenting the teacher material
based on the there-phase technique and the activity as done by the
students.
b. Preparing all facilities and supportive material in presenting the
teaching materials, such as; English pronunciation in reading aloud
focusing on the narrative text.
20
c. Designing a test to find out the increase implementation of English
pronunciation in reading aloud focusing on the narrative text.
The research will be using analytic scoring rubric to score students work.
The students can be at “pass” level if their score have achieved equal or
more that 6 of the range that lays from 0 to 10. The students result will be
analyzed using following formula.
21
collecting what the data relating with the treatment activity this
observation took an important role in this research since what happens
within the process of treatment may influence the result of this research.
4. Reflection
Reflection is an activity to think what is has been done, how the result,
and what is has not been completely done. The result of this reflection will
become the standard of determining the following steps until the objectives
of the research were achieved. The result of reflection may show either the
action is successful or not, then follow up can be plan after, if the
reflection result tells the action is successful, the cycle is over, but if is not,
the next cycle must be plan with is any improvement.
The setting of the study refers to the place and time to conducting the study.
This study will be conducted at the first semester of the eighth graders of SMP
researcher did classroom action research during the months (Maret to April) in the
school year of 2014/2015. The following time table of the research was listed in
Table 3.1
Months/weeks
No
Activities October November
1 2 3 4 1 2 3 4 5
1 Research preparation
Preparing material √
Writing instrument √
22
2 Research action √
Observation √
Data analysis √
3 Reporting √
4 Writing √
The subject of the study is all students of the eighth graders of SMP
NEGERI 2 TAPIAN NAULI in the school year of 2014/2015. The number of the
VIIIB which consists of 28 students, and VIIC which consists of 25 students, So,
the number of subject is 80 students. The present researcher will take VIIA as a
D. Data Collection
1. Performance Indicator
The action as well as the research carried out can be said to be successful
classically. The percentage is decided based on the criteria of mastery learning set
she reaches the mastery learning. Then, if 80% of the students in the class get 70,
means that, the class reaches the mastery learning and the researcher will not go to
23
2. Technique of Data Collection
A researcher will be used many kinds of data collection like questioner,
interview, or test. It will be noted, that all methods of data collection should be
objective. The kinds of data that use in classroom action research are quantitative
data:
In this case, the researches use only the result of the increasing students’
speaking ability through board game.
3. Instrument
In this study, the instruments used were (1) first evaluation test, (2) final
test, and (3) observation paper.
1) First evaluation test
This evaluation was done to know the students’ basic ability in understanding
the definition and the characteristics of narrative text.
2) The final test
This test was given in the form of a jumbled sentences game which was
arranged using certain rules. Maximum score was 100 and minimum score
was zero if there was no correct answer. It was done by all students in which
they were divided into six groups.
3) Observation paper
Observation paper was an observation device that consisted of names of
subjects and factors that were observed. In this study, it was used to obtain the
data of the learning process.
E. Data Analysis
After the data are collected then the data are classified again to
identification. The result of identification of the data is to classified based on
students ability in speaking. To analysis the data through the interview method
and observation is that using descriptive methods, In this case, the writer used the
observation, interview and speech test as the technique to analysis the data.
24
REFERENCES
Dewar, Gwen. 2009. Board Game for Kids: Do they make kids smarter?. Internet
Tessol.http:// w.w.w. Board game for kids.html
Fauzi, Ahmad. 2012. Productive Vocabulary Mastery and Speaking Ability for the
Ten Students of MA NW Pancor in the School Year 2011/2012. STKIP
HamzanwadiSelong.Unpublished. S-1 Thesis
Hamond, Dan. 2011. Design Jurnal#01: The Concept of Board Game. Internet
Tessol, http: //Board Gamegek. Com.
Hornby A. S 1990. Oxford Advance Learner’s Dictionary of Current English.
London: Oxford University Pres.
Hornby A. S. 1995. Oxford Learner’s Dictionary of Current English. London:
Oxford University Pres.
Islamiyah, Suaibatul. 2007. Teaching Speaking Through VCD for the Second Year
Students of SMPN 1 Labuan Haji in the School Year 2006/2007. STKIP
HamzanwadiSelong.Unpublished. S-1 Thesis
Jones, Deborah.____. How to Teach English With Fun Learning Games. Internet
Tessol,http://w.w.w. Ehow. Com.
25
KATA PENGANTAR
(Acknowledgment )
PujidansyukurpenulispanjatkankepadaTuhan Yang
MahaEsasehinggapenulisdapatmenyelesaikanperkuliahandanpenulisan Proposal
skripsiini, yang
sayaajukanuntuksyaratdalampemberlakuakanketahapberikutnyauntukmelaksanaka
npenelitiandalammenyelesaikanskiripsayanantinya.
Dalammenyusun Proposal
skripsiinipenulisbanyakmengalamirintangandantantanganterutamakurangnyapeng
etahuanpenulissertabuku literature yang mendukungmateriskripsiini,
namundariberbagaipihakberupamorildanmateripenyusundapatmenyelesaikan
proposal skirpsiini.
Akhir kata penulismengucapkanterimakasih, semoga Proposal
skripsiinidapatditerimaolehbapak/
ibudosendannantinyamemberikanizinuntukketahapberikutnyadalampembuatanskri
psi.Atasperhatiannyapenulismengucapkanterimakasih.
Praise and gratitude writer prayed to God Almighty so that I can finish the course
and proposal writing this essay, I ask for the terms in the step to the next stage to
carry out research in completing my thesis later.
In preparing this thesis proposal writer undergone many obstacles and challenges,
especially the lack of knowledge of the author and the book of literature that
supports this thesis material, but from various parties in the form of moral and
material skirpsi compiler can resolve this proposal.
End the authors would like to thank, hopefully this thesis proposal can be
accepted by the father / mother lecturer and later gave permission for the next
stage in the manufacture of paper. The author would like to thank you for your
attention.
II
NIRA ELFRIDA PURBA
NIM : 100502569
27
TABLE OF CONTENTS
Acknowledgment ……………………………………………II
Table Of Contents ……………..……………………………III
Chapter I :INTRODUCTION
A. Background of the Study……….………………………….………1
B. Focus of the Study……………….………………………….……..3
C. Statement of the Problem…….……………………………………3
D. Purpose of the Study………………………………………………3
E. Significances of the Study…………………………………………4
REFERENCES………………………………………………………25
II