Professional Documents
Culture Documents
Nirwaty1
1
SMP NEGERI 10 TANJUNGPINANG
email: nirwaty2020@gmail.com
Abstract
Motivasi siswa dalam belajar bahasa Inggris sebagai bahasa asing di pengaruhi oleh tehnik
yang digunakan. Artikel ini bertujuan untuk mengetahui sejauh mana Guessing game dapat
meningkatkan kemampuan berbicara siswa dan untuk mengetahui faktor apa yang
mempengaruhi kemampuan berbicara siswa tersebut. Penelitian ini adalah penelitian
tindakan kelas. Partisipasi dalam penelitian ini adalah siswa kelas VIIIA yang terdiri dari 32
orang siswa di SMPN 1 Tanjungpinang. Instrumen pengumpulan data pada penelitian ini
dengan menggunakan tes, catatan lapangan, lembar pengamatan, dan wawancara. Hasil
penelitian menunjukkan bahwa guessing game mampu meningkatkan kemampuan berbicara
bahasa Inggris siswa selanjutnya faktor fisikologi seperti takut salah, malu, gugup dan
sejenisnya membuat siswa takut melakukan praktek berbicara bahasa Inggris.
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J-SHMIC : Journal of English for Academic
Vol 7, No 1, February 2020
E-ISSN = 2641-1446, P-ISSN = 2356-2404
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J-SHMIC : Journal of English for Academic
Vol 7, No 1, February 2020
E-ISSN = 2641-1446, P-ISSN = 2356-2404
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J-SHMIC : Journal of English for Academic
Vol 7, No 1, February 2020
E-ISSN = 2641-1446, P-ISSN = 2356-2404
Moreover Deesri (2002) states that solving assignment that get them to utilize
diversions are viable since they give useful language to seek after the objectives
inspiration, lower students’ push, and grant of games.
them the opportunity for genuine Most language diversions make learners
communication. Recreations can capture utilize the language rather than thinking
students’ consideration and support. They approximately learning the right shapes. As
can persuade students to memorize more expressed by Lee (2009) that games also
and they can change a boring course into a should be treated as central not fringe to
challenging one. the foreign language teaching program.
In improving students’ speaking ability, There are numerous preferences of
speaking should be learned through utilizing game in learning language. Games
meaningful technique used. Game is one of are profoundly propelling and engaging.
effective technique applied by teachers. And it can allow modest students more
According to Oxford Advanced Learner’s opportunity to precise their suppositions
Dictionary, game is a form play or sport and sentiments (Hansen 1994:118). It
with rules. moreover empowers learners to procure
The use of games in learning unused encounters inside a outside a
environment will not only change the foreign language which are not
dynamic of the class, but also it will refresh continuously possible during atypical
students and help the brain to learn more lesson.
effectively. According to Silver (1982:244) there are
Games allow students to work agreeably many kinds of guessing game, which can
compare with each other, strategize, think be applied in teaching speaking. The
in a diverse way, compare and share examples are Battleship Game, Charade,
information, learn from others, ,learn from Hangman, I spy, Mastermind, Name that
mistakes, work in a less stressful and more tune, Pictionary, Qui bowl, Taboo Game,
productive environment, and allow people Twenty questions, Guess Who, What is my
to have fun. line, Yes and No, and Contact Game.
By including game in learning activity, Furthermore, Michael Carier (2001)
students may experience various situations stated that the advantages of using games
which make them are forced to learn can be summarized as follow: (1) Games
language. It is in line with the statement add variety to the run of learning
that a number of simulation games are circumstances. (2) Games can be utilized to
being created that uses the environmental change the pace of a lesson and so keep up
crisis as a theme around which to build inspiration. (3) Games can be utilized to
various scenarios for the gaming process intersperse long formal educating units and
(Brown, 2001:238). reestablish students’ vitality some time
In conducting games, students are recently returning to more formal learning
required to speak or do any kinds of (4) Games empower students’ hone of
physical activities which encourage them particular language focuses without
to have solution of problems. As stated by students being mindful of this. (5) Games
Brown (2001:146) that there are many energize students’ cooperation and expel
engaging games and simulations, many of the hindrances of those who feel threatened
them involving verbal language that by formal classroom circumstances. (6)
present students with stimulating problem- Games can change the role of the teacher
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from that of formal instructor to that of classroom and cause loosing learner’s
manager or organizer of activities that attention and it also make the teacher
students enjoy participating in this can be difficult to control the students. Second, by
useful in reducing teacher-students doing games the teacher as it were had a
distance or conflict. (7) Games can small time to clarify the material and gave
increase students’ communication, and also more information about the game. Third,
reduce the domination of the classroom by games may cause arguments among the
the teacher. (8) Games can act as a testing classmates because all groups want to be
mechanism, in the sense that they will the winner. Finally, teacher should
expose areas of weakness and the need for selective to choose the suitable game.
re-language game work. In conducted the research, the researcher
Games add diversion to the customary choose one of the guessing game namely
classroom exercises, as expressed by Charade. Charade is a word guessing
Richard & Amanto (1988:147) that games game. Within the game, one player acts out
do not as it break the ice but also are a word or phrase, frequently by
utilized to present modern thoughts and pantomiming similar-sounding words, and
learning circumstance. It is in line with the other players figure the word or phrase.
Wierus (1994:218) that relaxed atmosphere The thought is to utilize physical instead of
is created by using games, in which verbal language to communicate the
students may remember things faster and meaning to another party.
better. Twenty questions a talked parlor game
In any case when teachers use game which empower deductive thinking and
within classroom they ought to consider imagination. Within the game, one player
the level of the game to fit their students’ is chosen to be the reply. That person
language level. Mei and Jing (2000) give chooses a subject but does not reveal this
some suggestion for the teacher in to the others. All other layers are
choosing games as follow (a) game must questioners. They each take turn asking a
be fun, (b) game should involve “friendly” question which can be answered with a
competition (c) a game should keep all of simple “yes or No”.
the students involved and interested (d) Yes and No is a spoken word game
game should encourage students to focus similar to Twenty Questions. Within the
on the use of language rather than on the game, the host has something in mind, and
language itself, (e) game ought to deliver the guessers (party visitors) inquire a few
students a chance to memorize, hone, or basic yes-or-no questions.
review particular language material. In this There have been a few researchers
research the researcher applied charade, conducted by researchers which related to
yes/no question and twenty questions in the utilized of guessing game. First,
using some expressions such as Asking and Martiani (2009) did an experimental
Giving help, agree and disagree and research about a use of guessing game in
Opening and closing conversation by teaching speaking at SMK 2 Bandung. She
phone. used two classes. Teknik gambar mesin
Besides some advantages of game, there class as a control group while Teknik
are some disadvantages of using games for Permesinan class as an experimental group.
English foreign Language. First, games Both of classes consisted of 34 students
may create a noisy atmosphere in the and had the same level of English
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E-ISSN = 2641-1446, P-ISSN = 2356-2404
competence. The result of this study was research is done by professionals almost
drawn that guessing game technique is their claim hone.
appropriate to apply in classes which have According to Johnson (2005:21) states
many varieties of students’ characteristics that classroom action research can be a
and joyful learning became the advantage process of studying in a real class situation
of the technique. to improve the quality of instruction and it
Second, Diyah (2009) conducted the is systematic way for teachers to observe,
research about improving students’ explore and solve the problem of their
speaking skill through guessing game at teaching and learning in classroom.
fourth grade students of elementary school It is about students’ speaking activities
at SDN Kelapa II Tangerang. In the by using guessing game in order to
research she applied guessing game namely improve speaking skill at grade VIII of
“what is my name” and “guess where it is”. SMP Negeri 1 Tanjungpinang.
She chose the simple game because the The participants of the research were
student’s lack of vocabulary and it was the students at grade VIIIA of SMP Negri 1
first time for the students to have English Tanjungpinang. There were 32 students in
subject. She concluded that guessing the class. The researcher selected grade
games made students more pleasure from VIIIA since most of the students in this
regular activities in class and created a class has low ability in speaking class.
relaxed atmosphere in the classroom. In this research about, the information
Then, Mora and Lopera (2001) also were collected from test, perception sheet
conducted the research in guessing game, and interview.
entitled “encouraging teenagers to improve
speaking skill through guessing game in a 1. Test
Columbian Public School”. This activity Speaking test was used in pre-test and
was a kind of guessing game such as post-test. It was necessary used to see the
picture game, story game, and magic tricks. improvement of students’ speaking skill
They conclude that games are motivating and to collect the data before and after
and exciting experiences for students to doing the action in every cycle of the
develop speaking skills in a fun and research.
comfortable way. Besides, games helped To score students’ speaking skill, this
students to believe in themselves. research use analytic scoring rubric
Based on finding above, it is clear that adapted from Brown (2004-172) presented
guessing game gives contribution on the sample of an oral proficiency scoring
students’ speaking skill that has been categories rating scale that used 1-5 point.
proven by previous research. Where 1-1.5 means poor, 2-2.5 score
means fair, 3-3.5 means good, 4-4.5 means
2. METHOD very good and 5 means excellent.
This study is kind of a classroom action Table 1. Speaking Skill Indicators.
research. This is typically a classroom
problem solving. Gay and Airasian
(2000:593) define that: Classroom action
research is a type of practitioner’s practice;
action implies doing or changing
something. Practitioner research means that
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J-SHMIC : Journal of English for Academic
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pronouncing the words. Since most of the the correct grammatical form. They faced
students fair kept noiseless, indeed in spite difficulty in differentiate the words into
of the fact that they were prepare to rehash verb, adverb, adjective, and noun. They
the sentences before played guessing game, also did not understand with different tense
most of them still could not able to used in a sentence. So, they always made
articulate way better. They still require a error in creating a sentence.
part of hone within the teaching and The problems above occurred because
learning process to create them more of difference grammatical features between
effortlessly in pronouncing the words. the students’ first language and foreign
Finally, reward as the fourth factor also language use tense which is state’s tenses
did not play significant role in improving lexically to show the time of the events or
the students to speak more in the actions. This case is really different with
classroom. The students still kept silently English. In English, the use of tense is
in the classroom. They were not involved different related to the time where the
actively in the teaching and learning situation happens. The rules that exist in
process. It made them could not able to this language were not familiar for the
speak better. students. It made them difficult to learn
To overcome the problem found in the language. Besides that, the students mostly
each meeting, the teacher tried to revise the were influenced by their mother tongue on
activities for the next meeting. In the the acquisition of new structures. When
second, third and fourth meeting, the they began to learn structure of second
researcher tried to show the students a language, their mother tongue influence the
good model in pronouncing words way they learn. It made some errors which
correctly by using Cambridge dictionary occur during the teaching and learning
and used load speaker in order to be heart activities.
for all students. By hearing the native To overcome the problem the researcher
speaker accent from the Cambridge did some improvement for the technique.
dictionary, they were given a good model In the classroom activities the students
to speak better in English. For having fun were gathered into discussion briefly about
and got great air in considering, the the grammar used in the sentence. It made
researcher moreover connected the game them easier in learning grammar.
out of the class. Chocolate bar and start card was also
Understanding grammar point on the the factors influence the improvement of
conversation was the most difficulty faced the students’ average score in grammar.
by the students in teaching speaking on The researcher always motivated the
transactional and interpersonal text. It was students to be the winner of the game.
demonstrated by the cruel score of Teachers always helped the students if they
linguistic use gotten by the students was face difficulty. It was supported from the
least instead of the others markers. interview result which mentioned by the
The class average score of grammar was students that the teachers always help them
34.37 and for the last meeting 36.88. The if they face difficulty. The teacher did not
students’ only got 2.51 for the angry if they made mistakes. It was very
improvement. From the students’ helpful in building their confidence in
performance showed that most of them teaching English.
were not able to create good sentence in
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E-ISSN = 2641-1446, P-ISSN = 2356-2404
The average score of vocabulary tune in to each sentence a few times. Make
showed that students could only achieve sure the students understand everything
35.63 in the first and 38.13 for the last clearly in each sentence in terms of
meeting. It showed that in the first meeting pronunciation, vocabulary and grammar.
the students’ ability in vocabulary mastery Students ought to attempt to rehash each
was very low. Most of the students could sentence, say it out loud precisely as they
not be able to guess the meaning of listened it. Without being able to repeat a
vocabulary in the guessing game. They still word or a sentence, students cannot
looked confuse in understanding the understand it.
vocabularies used in the game. In this research, students’
In mastering vocabulary used in the comprehension increased 3.75 point by
guessing game, the researcher realized that applying guessing game in speaking class.
it was possible to remember all words It means the researcher did some
learnt once. Students need to use them improvement in teaching English.
again and again, play with them and hear Fluency as the last of speaking English
them in context. Making circumstances in indicator refers to an ability to converse
which the words learn once ought to come smoothly and easily. It is also to measure
in utilize in guessing game was reasonable. of how well and how easily someone can
It can offer assistance students to be way communicate his or her ideas clearly and
better familiar with the words. In the accurately in speech.
classroom setting, the researcher asked At the first meeting, the students got
students to form sentences with the words, 35.00. It means the students hard to express
to find antonyms and synonyms by their idea in playing the game even though
themselves, to unscramble the words, or to in made small talk. Most of the students
compose a composition in which these are just kept silent. Most students were afraid
for all intents and purposes required. to speak in played the game because they
Spelling contest for another variation don’t want to make a mistake.
technique was used to help students to For the last meeting the students’ score
remember the shapes of the words. By became 38.75. The researcher did some
using guessing games made the researcher improvement in the class. In arrange to
sure that the students not only become fun create the students interest and courageous
but also help them enlarge their to speak, the researcher inquired the
vocabulary. students to rehash the questions offer to the
Comprehension as another indicator leader of the game with slower speed. It
used in speaking skill in this research get used to make the other students could
35.63 for the first and 39.38 for the last understand and imitate the way how to
meeting. It is known that in other to have offer the questions for the next term.
good skills in listening comprehension and To energize students’ support the
able to get it rapidly what somebody researcher inquired them to taking turn to
listened in English and to speak it fluidly, a speak, so everybody had alter to specific
learner ought to hone listening to learning their opinion and attempt to utilize their
audio and video aids in English. It is ideal English. Before the game was done, the
to have English transcripts of sound and researcher asked the students to make
video fabric. To get great comprehension small group discussion about the material
in speaking in English, students ought to given.
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E-ISSN = 2641-1446, P-ISSN = 2356-2404
b. Cycle 2
In conducting this cycle, the researcher
still got offer assistance from the
collaborator. The researcher and the
collaborator mutually kept observing the
qualities and the shortcoming of the
exercises done by both the researcher and
the students during the teaching and
Graph 1. Students’ speaking skill for. learning process.
a. Cycle 1 From the test result of the speaking task
about asking and giving information in the
The level of the students’ speaking skill second cycle showed that the students’
in each indicator could be illustrated in the speaking skill improved rather than the
following graph. first cycle. The class average score in each
indicators of speaking skill increased as
shown in the table below.
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E-ISSN = 2641-1446, P-ISSN = 2356-2404
Table 6 Students’ speaking skill for each indicator in English, the researcher
indicator in the second cycle. informed students of desired students’
participation behaviors and emphasized the
importance of participation in teacher led
discussion about the material and applied it
in guessing game. Students were
anticipated to inquire questions at
whenever they were confounded and they
were permitted to hinder, question, or even
The mean for each indicators showed discuss with teacher in class. At the last
that the students’ speaking skill on meeting the students could reach 8.13 point
transactional and interpersonal text was increase for grammar.
better improved. Some of them were able From the first till the end of this cycle,
to express their language in performing the researcher created warm and relaxed
guessing game in asking and giving help. classroom atmosphere by saying “good
Some students were brave enough to job”, “very good” and “excellent” as
offering their question because they feel reward if the students tried to offer the
more joy able than before. question freely, sometimes voluntarily to
Within the moment assembly, the the leader of the game. The researcher
students were inquired to learn knew since the classroom atmosphere was
transactional and interpersonal text in the not threatening, students tended to
topic of agree and disagree. The activities participate more. Increased learning
done were similar with the first meeting. motivation and oral practice in class appear
The researcher reviewed the expressions in to have contributed to significant
agree and disagree that was known by the improvement in speaking activities. The
students. Most of them were able to say the students more active than before that made
expressions used in agree and disagree and their vocabulary increase till 14.37 point.
they could give the example in the simple
conversation. From interviewed known that students
At the first meeting for pronunciation passive in oral class because they just
got 35.00. It was increased 8.75 point at the memorize the dialogue given by the
last meeting. It means that students’ teacher to presented it in front of the class
pronunciation get better and better. Most of in pairs. It made them bore and most of
them take an interest within the game. them never used their English.
It is known that the linkage between To increase students’ comprehension
students’ classroom interest and their about the material, the researcher used
academic achievement is irrefutable. student-centered method. In this method
Studies have appeared that when students the researcher consider the needs of the
take an interest actively in class, their students in learning whether the students
scholastic achievement appears to be did the task in a group or individual, and
higher than that of those who are detached encourage them to participate in the
in class. learning process all the time. The
Studied from the previous cycle, the researcher role is more that of a facilitator
researcher made some improvement in than instructor, the students are active
teaching. For grammar as the second participants in the learning process. The
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