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THESIS
FAUSIA ISKANDAR
ABSTRACT
Iskandar Fausia, 2017. Improving students’ vocabulary by classroom shop
game at the first grade students of SMAN 9 Bulukumba (A Classroom Action
Research at the first grade student’s of SMA Negeri 9 Bulukumba). The thesis of
English Education Department of STKIP Muhammadiyah Bulukumba. ( guided
by H.Dahlan and Andi Nurhikmah).
This research is aimed at finding out the improvement of the student’s vocabulary
and memorize through classroom shop game at class X IS 2 of SMAN 9
Bulukumba. In order to explain the improvement used Classroom action research
(CAR) that consist of two cycles. Each cycle consisted of three meetings. The
subject of this research was taken at the first grade students’ of SMAN 9
Bulukumba with the number of subject about 28.
The research findings all the mean score of cycle I was 50.5 then increased to be
75,64 in cycle II. They were greater than the mean score of diagnostic test namely
43.82. It means that there was the improvement of the students’ classroom shop
game in terms of vocabulary and memorize. Based on the findings students’ of
vocabulary can be improved by gave the students’ motivation to be more
discipline about the time and delivered the material with more interesting picture,
before start to do assignment the researcher should ask the students about
discipline seat, researcher gave more explanation about the steps in classroom
shop game, researcher should be active in engaging the students to get involved in
the teaching learning process and giving the students the equal chance to ask
questions, delivered the materials should be more interesting to make the students
motivated and the researcher should gave more time and control for the students to
do the task.
ABSTRAK
Iskandar Fausia, 2017. Meningkatkan kemampuan siswa dalam kosakata melalui
metode permainan berbelanja kata di dalam kelas pada siswa kelas satu SMA
Negeri 9 Bulukumba (Penelitian Tindakan Kelas pada siswa kelas X IS 2 SMA
Negeri 9 Bulukumba) skripsi STKIP Muhammadiyah Bulukumba.( dibimbing
oleh H. Dahlan dan A. Nurhikmah).
Penelitian ini bertujuan untuk menjelaskan peningkatan kemampuan siswa dalam
kosakata dan hafalan melalui permainan berbelanja kata kelas X IS 2 SMAN 9
Bulukumba. Dalam hal ini untuk menjelaskan peningkatan kemampuan dengan
menggunakan penelitian tindakan kelas (PTK) yang dilakukan dalam dua siklus.
Setiap siklus terdiri dari 3 kali pertemuan. Subyek dari penelitian ini yaitu diambil
dari siswa kelas X IS 2 SMA Negeri 9 Bulukumba dengan jumlah 28 orang siswa.
Dari hasil temuan penelitian jumlah hasil rata-rata keseluruhan pada siklus 1
adalah 50.5 kemudian meningkat menjadi 75.64 pada siklus kedua. Hasil tersebut
lebih besar bila dibandingkan dengan nilai rata-rata diagnostik tes yaitu 43.82. Itu
berarti bahwa terdapat peningkatan kemampuan siswa dalam kosakata yang
merujuk pada hafalan. Berdasarkan hasil temuan kosakata siswa dapat
ditingkatkan dengan cara memberikan motivasi kepada siswa untuk lebih disiplin
tentang waktu dan memberikan materi dengan gambar agar lebih menarik,
sebelum memulai pemberian tugas, peneliti bertanya kepada siswa cara duduk
yang tertib, peneliti memberikan penjelasan terlebih dahulu tentang langkah-
langkah permainan berbelanja kata, peneliti harus aktif dalam menarik siswa
untuk terlibat dalam proses belajar mengajar dan memberikan kesempatan kepada
siswa untuk mengajukan pertanyaan, menyampaikan materi harus lebih menarik
untuk memotivasi siswa dan peneliti harus memberikan lebih banyak waktu dan
control siswa untuk mengerjakan tugas.
MOTTO
~Fausia Iskandar~
x
ACKNOWLEDGEMENT
“In the name of Allah, the Most Gracious, the Most Merciful.”
gratitude to our God almighty, Allah SWT, who has been giving guidance, mercy,
love and good health, so that she could accomplish writing this research proposal.
Peace and salutation ways be given for the last messenger, Muhammad SAW
(peace be upon him) who has been guiding us from jahiliyah era into islamiyah
In this good opportunity, the researcher would like to remark the utmost
thanks from her deep heart following people, who have helped, contributed, and
Muhammadiyah Bulukumba and Dr. Fahmi Room, M.Hum as the co. chairman
piloted the finishing of this thesis. Without their constructive suggestion, the
Syam,S.pd.,M.pd and the secretary of English Education Study Program Nur Ina
Syam,S.S.,M.Pd wih all related lectures, who had give a great attention
thankfulness to both her beloved parents Iskandar and Masniati who are always
giving motivation, never stop caring ad always sending prayers for her. Her
highest appreciation and deepest than to the strongest brother Amrullah someone
The last thanks are due to her best friends in F4 pagi, F3 Sore, and f3
Khaerunnisa, Lilis Nopriana. Thanks for sharing their lovable experiences, both
in sadness and happiness. Thank you again for showing us that we are family.
You would never be forgotten and would be pleasant memories till the end.
Bulukumba, 2017
Fausia Iskandar
xii
TABLE OF CONTENT
TITLE OF PAGE.............................................................................................. i
APPROVAL SHEET........................................................................................iii
COUNSELLING SHEET.................................................................................iv
ABSTRACT.....................................................................................................vi
ABSTRAK .......................................................................................................vii
MOTTO ...........................................................................................................viii
ACKNOWLEGMENT ....................................................................................ix
TABLE OF CONTENT....................................................................................xi
LIST OF APPENDIX.......................................................................................xvi
CHAPTER I INTRODUCTION
A. Background....................................................................................... 1
B. Problem Statement............................................................................ 2
F. Definition of Term............................................................................ 4
A. Research Design................................................................................30
B. Research Subject...............................................................................30
D. Research Instrument..........................................................................31
E. Indicator of successful.......................................................................31
F. Research Procedure...........................................................................32
H. Data Analysis....................................................................................35
xiv
A. Findings…………………………………………………………….37
B. Discussion………………………………………………………….50
A. Conclusion………………………………………………………….52
B. Suggestion………………………………………………………….52
BIBLIOGRAPHY
APPENDICES
DOCUMENTATION
LETTERS
CURRICULUM VITAE
xv
LIST OF TABLE
LIST OF CHART
vocabulary………………………………………………………………………48
xvii
LIST OF APPENDIX
CHAPTER I
INTRODUCTION
This part deals with the background, problem statement, objective of the
terms.
A. Background
most of the people in the world use English to communicate with each others.
that learning English is very important for everyone, so that the people can
These skills support each other and cannot be separated each other. These four
language skills are developed of basic language components such as, structure,
1
2
communicate and convey our idea cannot be established to each four skills.
by using classroom shop game in applying this game. The researcher hopes the
elements for the students to explore the language skills of the students.
and good understanding. Classroom shop game can enrich English learners’
vocabulary, because through this way they have to find the memorize many
vocabularies.
B. Problem Statement
statement as following:
The objective of the research was to find out the appropriate actions to
vocabulary.
The scope of the research was restricted to the discipline, content and
activity:
vocabulary.
4
3. By activity, the researcher applied some words, they are given fifty
F. Definition of Terms
one of the most obvious components of language and one of the first
CHAPTER II
This part deals with the previous research findings, concept of teaching
vocabulary, the concept of vocabulary, the concept of noun, the concept of media,
the concept of game, the concept of classroom shop game, the concept of
1. Jannah (2010) reported that a few simple changes can increase the
encourage students to try out and play with new unfamiliar words. The
researcher point of view, there are many other ways to make the
laboratory but also the teacher may use out door class to introduce the
The Odd word out Game To Improve Vocabulary Mastery of the first
found that using odd word out game as a media of teaching could make
6
mastery.
vocabulary mastery in diagnostic test was 4.91, cycle 1 was 6,28 and
of the students’ vocabulary mastery. The target score (7,50) that had
was 75%. It indicated that the students were interested n teaching and
game can classify the words based on the word given. It has an influence to
Teaching English vocabulary was integrated into the four skills of the
four skills of the language. In the teaching of English or any foreign language,
learning process.
a. Aims
teach.
b. Quantity
c. Need
teacher may use course book or syllabus. In any case, the teachers in
and the objectives of the individual lessons. It also possible for the
be taught to the students which are put in a situation where they need
moment of the repetition until there is evidence tha the students learn
e. Meaningful Presentation.
student’s situation.
g. Presenting Context
know the usual context the words occur from beginning as it were
Teaching in the target words teachers should use words of the mother
taught.
9
kept in mind. Cameron (2001:93) writes down the general principles to help
a. Teachers can model how to use strategies and draw children’s attention
Example : teacher can show how to find clues to the meaning of new
word in picture.
b. Teacher can teach the sub skill needed to make use of strategies.
strategies.
want to learn from a lesson, can shown way of learning from lists and a
Example : at the end of lesson, students can be asked how many new
words they have learned and which words they need ton learn more
about.
10
Words they have learned and which words they needs to learn more about.
decide whether the word and is not a useful technical word and not one that is
a low frequency word and is not a useful technical word and not one that is
possible. He also said that when words come up in the context of a reading or
they need quick help which does not interrupt the activity too much.
Nation (1990) states that there are four ways that can be used in
step means the preparation of simple materials and the careful graded
b. Words are dealing with as they happen to occur. This means unknown
activities, for example, the vocabulary deal with the learners who have
known before.
spread for the last several decades. They give the students sense of
many words as possible, in order that they can express their ideas or
students to learn and develop other language sciences, mainly the language
language, ones can not understand the structure of the language perfectly
because structure deals with the word arrangement. Ones can arrange
vocabulary teaching, there are some strategies used by the teacher. The
strategies can make the teaching process more lively and interesting. The
learners do not get bored if the teacher uses various strategies that make
1. Definition of Vocabulary
and desires. Richard (2001: 4) states that vocabulary is one of the most
12
vocabulary is the list of words with their meaning used for teaching
learning process.
a. Types of Vocabulary
recognize when they meet them but which they will probably
more specific have been used, among which two of the more
important, as follows:
a) Frequency
The words which are most commonly used are the ones we
b) Coverage
follows:
1) Meaning
2) Word Use
to know about.
comprehension.
vocabulary
known as the eight parts of speech. But in this research, the researcher
focuses on noun.
This part of a speech refers to words that are used to name persons,
things, animals, places, ideas, or events. Nouns are the simplest among the 8
parts of speech, which is why they are the first ones taught to students in
primary school.
a. Proper– proper nouns always start with a capital letter and refers to
b. Common– common nouns are the opposite of proper nouns. These are
c. Concrete– this kind refers to nouns which you can perceive through
plural form.
f. Mass– this is the opposite of count nouns. Mass nouns are also called
them.
(group of lions).
1. Definition of Media
Media is something which can give massage and simulate the brain
of the students, their feeling and desire so in learning process the use
media creatively can objective that will get. Media is a set of helping tool
the students.
16
From the definition above, the research can conclude that media is
a tool transfer message and also can stimulate one’s mind, feeling and
students themselves
media are :
students.
environment
g. Media can gibe integral experience from the concrete to the abstract
think.
is only as a tool who can give a visual experience to the students in giving the
17
students motivation make clear and easier the complex concept and abstract
to be simple.
3. Kinds of Media
a. Visual : visual aids are things that can be seen. For example film strip,
object
television.
the sender to the receiver so that it can stimulate the mind, feelings, concerns
and interest as well as the student’s attention such that the learning process
teaching, teaching materials, access the necessary media and the ability of
teaching media, because when the media is not appropriate will likely hinder
18
the achievement of learning goals. There are many kinds of media, such as :
1. Definition of game
Dobson (1979:4) stated that game is an activity with rules, goals, and a set
a fun. While Byrne (1986) further stated game may be defined as a form of
play govern by certain rules convention. In other words games are not
a. Game can use to change the phase of the lesson and so maintain the
learners motivation.
b. Game can use to punctual long formal teaching unit and review
students’. They can learn, while they are playing. It can guide the students
brighten up the class and bring more variety into the language lesson.,
the ways of thinking. Be the one hand, states the classroom should be
the use of game to reinforce skill and concept learn. Accomplished teacher
use game to reinforce skill though and large group they also use carefully
choose games to asses mastery of skill or content. Games also have value
for teaching and reinforcing social skill and for deepening discourse about
topics.
20
because the students can facilitate to learn and make the students relax.
a. Games are a welcome break from the usual routine of the language
class.
g. From the reason above, it can be conclude that using game is a course
education term. According to Byrne (1986) games can do this in two main
ways:
function. Games in this kind are concern with accuracy and their
21
though so far.
language rather than simply practice it: that is, they are concern with
By the role shown above, it can state that the games can change the
and group 2 of shop owners, and distribute sheets with lists of fifteen
The classroom shop is the game where the students has provide the
article for sale, picture, drawing, fruit or models of them or simply their
22
names or cards to each groups. For example shop owner there are fifteen
noun for sale to shoppers. . In addition, each list also has a short task
typical of normal interaction in the class, for example : a. can I help you ?
give me.. d. how much is (all) that…? is that right ? ( when handing over
the exact money ). e. I’m sorry we’re out of stock we haven’t got that,etc.
2. Preparation
Before the class, copy and cut up the cards on group A and B, so
that there are an equal number of shoppers (Group A) and shop owners
(Group B). The ideal number is five of each, you can duplicate the cards if
your class is larger than 10. If you have less than 10, your learners won't
a. group A (shoppers)
3. Procedure
class first, example a. can I help you ? b. have you got a…?, c. I want
b. Hand out the cards to the students making sure there is an equal
c. Give the students time to read their cards and ask them about any
problem language. They also need to think about what they are going
to say, and what language they will need. You can group the shoppers
d. Point out to the shop owners that they may need to decide how
if possible. Ask the students who own a shop to prepare a card (folded
which you can feedback afterwards. Try not to intervene too much at
this stage.
their tasks.
i. Put the class into groups and ask them to explain how the shopping
for the teacher to conduct an action research to achieve the target that
teaching.
own teaching.
the students with the purpose of improving his/her teaching so that the
students and how affective our methods are. So, teacher didn’t do wrong if
research:
problem.
development.
methods which are used to collect the data, such as observation, tests,
f. Participatory/collaboration
26
effectiveness.
days.
Kemmis Cited by Mills, a cycle consists of four steps. They are planning,
action, observation and reflection. The steps can be seen in the figure
below :
Cycle 1
1. Planning 3. Observing
2. Acting
Cycle II 4. Reflection
27
a. Planning
b. Action
implementation of the plan that the researcher has made to solve the
problems.
c. Observation
d. Reflection
becomes the first step in doing any activities. Without planning, the
researcher will not has direction. Planning become the references in doing
the action. While, action is the second step which is the realization of the
28
planning the researcher has made. Then, observation is needed to know the
this study:
a. Preliminary Research
I. Conceptual Framework
without knowing a little technique in this process we cannot express our ideas
in written form and orally. One of vocabulary activity that helps students to
construct their ideas is hangman game because it presents the students ideas
the students’ vocabulary mastery which presenting the related of each words.
The vocabulary materials that applied by the researcher related to the themes.
Classroom
Shop Game
1. Planning 2. Action
4. Reflection 3. Observation
Improving Students’
Vocabulary
30
CHAPTER III
RESEARCH METHOD
This chapter presents about the previous research design, research subject,
A. Research Design
cycles each cycle comprises two or three meetings. Cycle one was to observed
the students’ skill vocabulary by classroom shop game. After finding the result
of cycle one, the researcher continue to the second cycle to improved the prior
cycle.
B. Research Subject
Research subject in this classroom action research was the first grade
1. Independent variable
shop. This media used by the teacher to teach students how to arrangement
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31
2. Dependent variable
3. Indicators
D. Research Instrument
There were two instrument of the research that used, they were:
1. Observation
2. Test
Test used for measuring the result of student’s achievement. So, the
E. Indicator of Successfulness
increased.
32
F. Research Procedure
This Classroom Action Research applied into two cycles, first cycle
present into three meetings. The second cycle present into three meetings. It
means that the activity of the second cycle continue and repair based on the
reflection the first cycle. In every cycle divide into four steps :
1.Cycle I
a. Planning
4) Prepare media.
b. Action
the class first, example a. can I help you ? b. have you got
me, etc.
33
l. Hand out the cards to the students making sure there is an equal
m. Give the students time to read their cards and ask them about
any problem language. They also need to think about what they
are going to say, and what language they will need. You can
this.
n. Point out to the shop owners that they may need to decide how
s. Put the class into groups and ask them to explain how the
c. Observation
In this step, the researcher observed and made note all activity
during learning and teaching process. And then made a note in all
activity of the students based on the revision and evaluation in the first
cycle.
d. Reflection
researcher.
cycle.
2.Cycle II
In the second cycle, all activity was same generally with activity in
the first cycle. This cycle continue from cycle one. Here, researcher
The data gain from cycle I and cycle II. It analyzed through the
following steps:
35
1. Observation
used to find out the improvement during action step in each cycle. The
2. Test
Vocabulary test items were given in each meeting after the action
H. Data Analysis.
out the score of the students and also to find out the improvement of the
1. Calculating the mean score of the student’s vocabulary test by using the
following formula: X́ =
∑X
N
Where :
X́ = Mean Score
∑X = Total Score
score:
F
P= X 100
N
x 2−x 1
P= X 100
x1
Where :
used as follow:
No Qualification Score
.
1. Excellent 90 – 100
2. Good 80 – 89
3. Fair 70 – 79
4. Poor 60 – 69
37
5 Very poor 0 – 59
(Depdikbud, 2004)
CHAPTER IV
This chapter consists of findings of the research and its discussion. The
vocabulary through classroom shop game, and the discussion of the research
A. The Findings
1. Cycle 1
a. Plan
The Researcher prepared all required materials namely: lesson plans, and
observation sheet.
students’ vocabulary.
b. Action
38
classroom shop game and the researcher asked the students about
The third meeting, the researcher gave vocabulary test, to know the
c. Observation
1) Observation result
The researcher and the observer observed the first, the second and
the third meeting. They observed teaching and learning process in order to
classroom shop game and observed the students’ attitude toward the use of
picture . They also wrote the success and the problem when teaching and
the objectives. They use observation sheet to observed it. The result of the
process were the seriousness of the students during learning process, the
enthusiasm of the students in doing the task and the students’ participation.
28 28 28 28 28 28
I 20 22 5 28 10 0
I II 25 22 5 28 6 0
III 28 25 8 28 5 0
In the first meeting, there were 20 students who were present in class,
in the second meeting there were 25 students who were present in class
and in the third meeting there were 28 students present in class . It means
In the first and the second meeting there were 22 students who were
present and the third meeting there were 25 students paying attention when
the researcher was explaining the material. It means that some students do
second meeting gave question to the researcher when they were writing of
vocabulary, In the third meeting there were 8 students give question to the
In the first meeting until the third meeting , there were 28 students
doing assignment from the researcher. It means that willing of the students
Some of the students did other activities during the learning such as
making a noisy, disturbing one each other, etc. In the first meeting there
were 10 students, the second meeting there are 6 students doing activities
beside the learn. In the third meeting there were 5 students doing activities
beside the learn. It means that their interest in answering vocabulary is still
low.
41
During three times meeting of cycle I there was no student out from
process, the researcher also gave the students a competence test in the third
2) Learning achievement
the data about the students vocabulary. The result of the students
Game
D-Test Cycle I
Freq % Freq %
1 Excellent 90 – 100 0 0 0 0
2 Good 80 – 89 0 0 0 0
3 Fair 70 - 79 0 1 3.58%
42
%
5 Very poor 0 – 59 23 82.15 23 82.14%
%
Total 28 100 28 100
The table above shows that the percentage of the students’ vocabulary in
Diagnostic Test indicates that 5 students (17,85%) got poor, 23 students (82,15%)
got very poor and none of students for the other classification.
(14.28%) got poor, 23 students (82.14%) got very poor and none of the students
d. Reflection
In the first cycle still did not succeed because there were some
students hoped their friends in their groups so that they just played. But in
the second cycle the researcher change the lesson plan, the researcher did
not divide the students into groups again, so that the students had to do
43
their task alone and learning process became more effective. So, second
a. Plan
cycle. Planning at the first and second cycle were same because there were
b. Action
their vocabulary and the researcher explained the material about vocabulary
the vocabulary.
c. Observation
1) Observation Result
44
learning process toward the application of classroom shop game at the class X
1 2 3 4 5 6
Cycle Meeting
28 28 28 28 28 28
II I 28 15 5 28 10 -
II 28 15 8 28 8 -
In the first meeting of cycle 2 there were 28 students who were present in
class, in the second meeting there were 28 students present in class. It means
In the first and in the second meeting there were 15 students paying
attention when the researcher explained the material. It means that some
students do not pay attention to researcher’s explanation in class and they did
There were 5 students in the first meeting who asked about the material
the researcher presented when they were taught about writing of vocabulary
and in the second meeting there were 8 students gave question to the
In the first meeting, there were 28 students doing assignment from the
researcher. And the second meeting there were 28 students did assignment. It
means that willing of the students to do assignment from the teacher is very
good.
Some of the students did other activities during the learning such as
making a noisy, disturbing one each other, etc. in the first meeting there were
meeting there were 8 students of 28 students doing activities beside the learn.
During two times meeting of cycle II there was no student out from class
In the cycle II, teaching vocabulary through classroom shop game shows that
memorized of the students is more improved than cycle I. and all students have
achieved the criteria of success. The minimal standard criterion is the mean
score of the students’ vocabulary is 75. The students’ score for cycle II can be
No Cycle II Total
Table 4.5 shows that mean score of the students for Cycle II is 75,64. It
of mean score. If the data and score are converted into qualification of Dirjen
2) Learning achievement
After the researcher evaluated the students, the researcher found the
data about the students vocabulary. The result of the students vocabulary
Shop Game
D-Test Cycle I Cycle II
Freq % Fre % Fre %
q q
1 Excellent 90 – 100 0 0 0 0 0 0
2 Good 80 – 89 0 0 0 0 9 32.14%
3 Fair 70-79 0 0 1 3.58% 17 60.71%
4 Poor 60-69 5 17,85 4 14.28% 2 7.15%
%
5 Very poor 0 – 59 23 82,15 23 82.14% 0 0
%
Total 28 100 28 100 28 100
23 students (82.15%) got very poor, and none of students for the other
classification.
48
students (14,28%) got poor, 23 students (82.14%) got very poor and none of
(32.14%) got good, 17 students (60.71%) got fair, 2 students (7.15%) got
poor and none of the students for the other classification. The result above
also proves that the use of odd word out game is able to improve the
students’ vocabulary which the result of Cycle II is greather than cycle I and
Diagnostic test (Cycle II > Cycle I and Cycle I > Diagnostic test)
90
80
70
60
50
40
30
20
10
0
D-TEST CYCLE 1 CYCLE 2
The chart above shows that the result of the students’ vocabulary. After
applying Classroom Shop game in cycle I and cycle II, the result of students’
students got good, 60.71 students got fair, and 7.15% students got poor categorize.
got as poor categorize and 82.14% students got as very poor categorize. The D-
Test is the lowest than the other where the students’ vocabulary achievement is
82.15 students got very poor ,17.85% students got as poor categorize and none of
d. Reflection of cycle 2
process. In this cycle, the researcher found some improvements such as:
process.
Based on the data above, it could be seen that there were some
the weaknesses from every cycle and to gain the success in the next
d) Gave more motivation to the students in using the time and ask the
involved in the teaching learning process and giving the students the
h) The researcher should give more time and control for the students to
do the tasks.
words.
have improved. In the other side, the criteria of success of this research
that, the researcher did not need to continue the research to the next cycle.
51
B. Discussion
derived from the result of findings about the observation result the
The result of the data analysis through written test shows that the
achievement. It is also lower than the mean score of the students’ vocabulary
classified as good. Those scores are got from the result test of the students’
vocabulary.
improvement from Diagnostic test. The improvement can be seen after testing
vocabulary from D-test to cycle I is 1,4 and the students’ vocabulary mean
vocabulary mean score also improve from Cycle I to cycle II which the
improvement is 1,7 and the students’ mean score is 7,6 that is classified as
classroom shop game is really suitable for the improvement of the students’
vocabulary. Because of the target score has been achieved, the research is not
A. Conclusions
Based on the research findings and discussions in the previous chapter, the
1. Classroom Shop Game can improve the students’ vocabulary in cycle I and
3. Classroom Shop Game can make the students more active in learning
process.
B. Suggestions
The researcher would like to give some suggestions to the English teacher and
54
55
the students’ vocabulary either they use this method or the other methods.
vocabulary for the next researchers, like adjective and verb are suitable to
Pelajar.
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Harmer, Jeremy, 1991. The practice of English language teaching. London : longman
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Sari, P.I (2011) The effectiveness of the odd word out game to improve vocabulary
university
APPENDICES
APPENDIX A
Subject : English
A. Learning activities
No Time
Learning activities Description
. Allotment
1. Opening The researcher will greet and 15
class.
2. Core Activities: The researcher will give explain 60
what is classroom shop game.
students’ capability.
vocabulary test.
3 Closing The researcher will ask the 15
No Learning Time
Description
. activities Allotment
1. Opening The researcher will do 15
vocabulary.
owners.
paper.
3 Closing The researcher will point the 15
No 1. Learning Time
2. Description
. activities Allotment
1. Opening The researcher will do 15
student.
owners
question.
LESSSON PLAN CYCLE II
Subject : English
B. Learning activities
No Time
Learning activities Description
. Allotment
1. Opening The researcher will greet the 15
study.
2. Core Activities: The researcher will give a list of 60
shop owner
3 Closing The researcher will ask the 15
No Learning Time
Description
. activities Allotment
1. Opening The researcher will do 15
vocabulary.
owner.
After answering, the
paper.
3 Closing The researcher will point the 15
No 3. Learning Time
4. Description
. activities Allotment
1. Opening The researcher will do 15
student.
owner.
Find out the appropriate things with words below and write the meaning !
Data Analysis
Test Test
Students' D- of of
Classification Classification Classification
Code Test Cycle Cycle
I II
After calculating the result of the students in cycle I and cycle II, the mean
score were presented below :
X́ =
∑X
N
1227
=
28
= 43.82 %
X́ =
∑X
N
1414
=
28
= 50.5 %
X́ =
∑X
N
2118
=
28
= 75.64 %
APPENDIX G
TEST OF CYCLE 1
TEST OF CYCLE 2
APPENDIX H
OBSERVATION
SHEET
OBSERVATION SHEET OF STUDENTS' ACTIVITIES FOR CYCLE I
SMA NEGERI 9 BULUKUMBA
CLASS X IS 2
CYCLE I
MEETING I MEETING II MEETING III
NO NAME
Activities Activities Activities
1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6
1 Nurmala √ √ − √ √ − √ √ − √ − − √ √ √ √ − −
2 Muh.Asriyadi − − − √ − − √ − − √ − − √ − √ √ − −
3 Nurhelmawati √ √ − √ √ − − − − √ − − √ √ √ √ − − T
4 Nurul Azizah √ √ √ √ √ − √ √ − √ √ − √ √ − √ − − E
5 Putri Ma’rifatul Jannah √ √ √ √ √ − √ √ − √ √ − √ √ √ √ − − S
6 Sukmaeni √ √ − √ √ − √ √ − √ − − √ √ − √ √ − T
7 Yuniati √ √ − √ √ − √ √ − √ − − √ √ − √ − −
8 Muh.Abrar L √ − − √ − − √ √ − √ − − √ − − √ √ −
9 Syahriadi √ √ − √ − − √ √ − √ − − √ √ − √ √ − F
10 Nurul Qalbi √ − − √ − − √ √ √ √ − − √ √ − √ − − O
11 Risky Agung − − − √ − − √ √ √ √ − − √ √ − √ − − R
12 Sakinah Putri √ √ − √ √ − √ √ − √ − − √ √ − √ − −
13 Endri Gunawan − − − √ √ − √ √ − √ − − √ √ − √ √ −
14 Ely Elfirawati √ √ − √ − − √ √ − √ √ − √ √ − √ − −
15 Nainul Rahmy − − − √ √ − √ √ − √ − − √ √ − √ − −
16 Aidil A − √ − √ √ − − − − √ − − √ − √ √ − − T
17 Andi Syahrial F Syam − √ − √ √ − √ √ − √ − − √ √ − √ − − H
18 Aisah √ √ − √ − − √ √ √ √ √ − √ √ √ √ − − E
19 Ardina Rasti √ √ √ √ √ − √ √ − √ √ − √ √ √ √ − −
20 Fitri Handayani √ √ − √ − − √ √ − √ − − √ √ − √ − −
21 Atifa Nur Afifah √ √ − √ − − √ √ − √ √ − √ √ √ √ − −
22 Haris Munandar − √ − √ − − √ √ − √ − − √ √ − √ − −
23 ariandi √ √ − √ √ − √ √ − √ − − √ √ √ √ − −
24 Irmayanti √ √ √ √ √ − √ √ √ √ − − √ √ √ √ − −
25 Indra Frisa Putra √ √ √ √ √ − √ √ √ √ √ − √ √ − √ − − C
26 Ebi nurfadillah − √ − √ √ − − − − √ − − √ √ − √ − − Y
27 Hasmawati √ √ − √ √ − √ √ − √ − − √ √ − √ − − C
L
28 √ √ − √ √ − − − √ √ − √ √ −
Andi Nurfatimah − − √ E
AMOUNT STUDENT
20 22 5 28 10 − 25 22 5 28 6 − 28 25 8 28 5 −
DOING THE ACTIVITIES 1
Activities :
1. students presenting every meeting
2. students paying attention to researcher’s explanation
3. students giving question to the researcher
4. students doing assignment
5. students doing other activities beside the learn in class
6. students out from class without researcher’s permission
CLASS X. IS 2
CYCLE III
MEETING I MEETING II
N
NAME
O
Acivities Acivities
1 2 3 4 5 6 1 2 3 4 5 6
1 Nurmala √ √ √ √ − − √ √ − √ − −
2 Muh.Asriyadi √ − √ √ − − √ − − √ − − T
3 Nurhelmawati √ √ − √ − − √ √ − √ − − E
4 Nurul Azizah √ √ √ √ − − √ √ − √ − − S
5 Putri Ma’rifatul Jannah √ √ − √ − − √ √ √ √ − − T
6 Sukmaeni √ √ − √ − − √ √ − √ − −
7 Yuniati √ √ − √ − − √ √ √ √ − −
8 Muh.Abrar L √ − − √ √ − √ − − √ √ − F
9 Syahriadi √ − − √ − − √ − − √ − − O
10 Nurul Qalbi √ − − √ √ − √ − − √ − − R
11 Risky Agung √ − − √ √ − √ − √ √ − −
12 Sakinah Putri √ − √ √ √ − √ − √ √ − −
13 Endri Gunawan √ − √ √ − − √ − − √ √ −
14 Ely Elfirawati √ − − √ − − √ − − √ √ − T
15 Nainul Rahmy √ − √ √ √ − √ − − √ √ − H
16 Aidil A √ − − √ √ − √ − − √ √ − E
17 Andi Syahrial F Syam √ − √ √ √ − √ − √ √ √ −
18 Aisah √ √ − √ − − √ √ √ √ − −
19 Ardina Rasti √ √ − √ − − √ √ − √ − −
20 Fitri Handayani √ √ − √ − − √ √ − √ − −
22 Haris Munandar √ − √ √ √ − √ − − √ √ −
23 ariandi √ − − √ − − √ − √ √ √ − C
24 Irmayanti √ √ − √ − − √ √ − √ − − Y
25 Indra Frisa Putra √ √ − √ − − √ √ √ √ − − C
26 Ebi nurfadillah √ √ − √ − − √ √ − √ − − L
27 Hasmawati √ √ − √ − − √ √ √ √ − − E
28 Andi Nurfatimah √ √ − √ − − √ √ − √ − −
AMOUNT STUDENT DOING
28 15 5 28 10 − 28 15 8 28 8 −
THE ACTIVITIES II
−
Activities : −
√
DOCUMENTATIO
N
Picture Of Cycle 1 and cycle 2
LETTERS
CURRICULUM VITAE
The next in the same year, the writer registered as a student in SMP 2 Gangking ( SMP 5
Bulukumba), Kecamatan Gantarang, Kabupaten Bulukumba and graduated in 2010. Then
the writer registered in senior high school, MAN 2 Bulukumba, Kecamatan Gantarang,
Kabupaten Bulukumba and graduated in 2013. In 2013, the writer registered to study in
English study programe of Sekolah Tinggi Keguruan Ilmu Pendidikan Bulukumba.