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1443H / 2022M
IMPROVING THE STUDENTS’ MASTERY OF VOCABULARY
THROUGH GAMES
CHAPTER I
INTRODUCTION
language, which is used by most communities in the world. Many countries use English as their
second language. In spite of the difficulties in studying English, it is worthwhile to study the
language because it plays a very important role in almost all fields of life such as:
language. English is also called as the target language that has to be taught teach in schools in
today’s Indonesian curriculum. Therefore the student is hoped to increase their ability in
English.
Increasing the students’ ability in mastering English the teachers have to think how to
make students mastery English for their own purposes. There are so many approaches, methods,
One technique that was used by the teacher to increase the students’ ability in English is
Games. Through games there are so many advantages for students and teachers in learning
process. The students can be more motivated and challanged. Games provide language practice
in various skills of speaking, listening, writing, and reading. Games also encourage students to
This study examines the students mastering of vocabulary through games because Games
have been shown to have advantages and effectiveness in learning vocabulary in various ways.
Therefore, the role of games in teaching and learning vocabulary cannot be denied. However, in
order to achieve the most important from vocabulary games, it is essential that suitable games are
chosen. Whenever a game is to be conducted, the number of students, proficiency level, cultural
context, timing, learning topic, and the classroom settings are factors that should be taken into
account.
English words which they might find in their environment. In fact, students often find problems
in learning the words. So it needs more teacher’s attention to make the transfer of the vocabulary
process easier to grasp and more fun to learn. To do this hard job, teachers are hoped to have
ingenuity in teaching by using any kind of teaching aids that already exist in their environment.
One of those aids is using games. The writer chooses games because games help and encourage
many learners to sustain their interest and work. With games student can have a lot of fun and
Based on the background above the research entitled Improving Students’ Mastery of
Vocabulary will be conducted to see if games can improve the mastery of vocabulary.
2. Problem
The students cannot master English well, because they are lack of vocabulary, the lack of
motivation. Games are one effective and interesting technique that can motivate and challenge
the student interest to improving the student communicative competence. Through games can
improve the student’ mastery of vocabulary because vocabulary is one of the language
There are several reasons for choosing the topic, they are:
● To find out whether the using games can improve the students mastering of vocabulary.
5. Basic Assumtion
● If the teacher is using games in the classroom, the student mastery of vocabulary will be
automatically increased.
cannot increase their English competence in listening, speaking, writing, and reading.
6. Research Question
Can teaching vocabulary through games improve the students’ mastery of English
vocabulary?
7. Hipotesis
In teaching and learning vocabulary through games can improve students’ mastery of
vocabulary.
This study is expected to get the result that will be useful for readers, in terms of:
1. As an input data for the English teachers about the using games in the classroom and the
3. It is hoped that this study will contribute or would be of any value to other students in
This study is delimited of the use of games in improving the students’ mastery of vocabulary in
the second grade of students at MTs Tarbiyah Tondano. Clearly the writer will only discuss the
role of game in helping students learn vocabulary. The writer delimited games into english
games such as Hang man game, Guessing Games, Word-Focus Games, Treasure Hunts
10. Definition of Terms
- Game activities : Games also help the teacher to create contexts in which the language is
useful and meaningful. The learners want to take part and in order to do so must understand what
others are saying or have written, and they must speak or write in order to express their own
- Vocabulary : acording to Huyen and Nga (2003) : “In order to communicate well in a
foreign language, students should acquire an adequate number of words and should know how to
REVIEW OF LITERATURE
1. Teaching
foreign language the teacher need to vary way of teaching in order to get the students interest and
attention to the lesson. In teaching learning process there are some factors, which can influence
the successful goals in the school. They are curriculum, materials, method, teachers, students and
the technique.
Richey (1912:1) stated that : “teaching may be considered to be basic to all the other
professions are made possible through the work of teachers in elementary and secondary school,
Furthermore Brown (1980:7) stated that : “teaching is showing or helping someone how
to do something, given instruction, guiding in the study of something providing with knowledge,
causing to know or to understand. Teaching is building and facilitating learning, enabling the
learner interested in following the subject. Teaching may be said to cover not only activities of
guiding students’ activities but also those which aim at helping students develop themselves and
be able to adapt themselves in the group to which they’re belong. At the result of teaching the
students should be able to interest in their group. They’re learning to think, feel, and act in
proportional amount of vocabulary anyone will get trouble in her speaking, reading, listening,
and writing. Without a shred of doubt, the writer said that the acquisition of vocabulary would
help people in gaining, understanding, and also enhancing the process of knowledgeable
transfered for a better life. Indisputably the chances for progress or success in any kind of fields,
like computers, technology, economy, politics, tourism, and educational increase with the size
Vocabulary plays important roles in mastering English. Rivers in Nunan(1992: 17) stated
that vocabulary is essential for successful study on the secondlanguage. Wilkins in Thornbury
(2002: 13) summed up that without vocabularynothing can be conveyed. Vocabulary refers to all
3. Games
‘Games also help the teacher to create contexts in which the language is useful and
meaningful. The learners want to take part and in order to do so must understand what others are
saying or have written, and they must speak or write in order to express their own point of view
or give information.'
According to Jeremy Harmer, games are a vital part of a teacher’s equipment, not only
for the language practice they provide, but also for the therapeutic effect they have. They can be
used at any stage of a class to provide an amusing and challenging respite from other classroom
Hang Man Games is game that the student played on groups. Before start the games,
teacher explain how to play the game. The student must memorise the word about everything.
For Example about Animal, the student must memorise the name of animal. After that, teacher
devided rthe student into two groups, the student must guess the word. “ Is that A,I,U, etc” and
if the word they guess false, teacher make on the board the picture people hang.
b. Guessing Games
Guessing games can be painless ways to develop or reinforce any number of concepts.
“Guess What I am” or “Guess Who I am” for example, can be used to teach about animals,
professions, or people in different age groups (baby, child, teenagers, young adult, middle-age
adult, elderly person). “Guess What I’m doing” can be used to teach recognition in the target
language of activities such as taking a bath, go finishing, doing homework, and so forth.
Various sources for game ideas are mentioned, but teachers are reminded that one of the best
c. Word-Focus Games
Games that using word to see how many other words they can make from them. For
example, the following words can be made from the word teacher: ear, her, teach, reach, cheer,
d. Treasure Hunts
A treasure hunt is a favorite game among second language learners. It allows them to
3) Read the items a loud for children or less proficient students to make sure they
5) Say “go” to indicate when the groups can begin their search.
6) At the end of the time limit, or when the first group returns, everyone gets together to
check each item, giving points (five points are suggested) for each completed item points
There is some reasons why activities in teaching learning process game are very important in
According to Andrew Wright, David Betteridge and Michael Buckby in their books ‘Games
for language learning’ Cambridge University Press, 1984 : 'Language learning is hard work ...
Effort is required at every moment and must be maintained over a long period of time. Games
help and encourage many learners to sustain their interest and work.'
'The need for meaningfulness in language learning has been accepted for some years. A
useful interpretation of 'meaningfulness' is that the learners respond to the content in a definite
way. If they are amused, angered, intrigued or surprised the content is clearly meaningful to
them. Thus the meaning of the language they listen to, read, speak and write will be more vividly
they must be regarded as central to a teacher's repertoire. They are thus not for use solely on wet
Aydan Ersoz state in The Internet TESL Journal, Vol. VI, No. 6, June 2000 that 'Language
learningis a hard task which can sometimes be frustrating. Constant effort is required to
understand, produce and manipulate the target language. Well-chosen games are invaluable as
they give students a break and at the same time allow students to practice language skills. Games
are highly motivating since they are amusing and at the same time challenging. Furthermore,
they employ meaningful and useful language in real contexts. They also encourage and increase
cooperation.'
Games are highly motivating because they are amusing and interesting. They can be used to give
practice in all language skills and be used to practice many types of communication.
Furthermore from 'Creative Games for the Language Class' by Lee Su Kim 'Forum' Vol.
33 No 1, January - March 1995, Page 35 defined 'There is a common perception that all learning
should be serious and solemn in nature, and that if one is having fun and there is hilarity and
laughter, then it is not really learning. This is a misconception. It is possible to learn a language
as well as enjoy oneself at the same time. One of the best ways of doing this is through games.'
1. Games are a welcome break from the usual routine of the language class.
3. Learning a language requires a great deal of effort. Games help students to make and
reading.
Many experienced textbook and methodology manuals writers have argued that games are
not just time-filling activities but have a great educational value. W. R. Lee holds that ‘most
language games make learners use the language instead of thinking about learning the correct
forms’ (1979:2). He also says that games should be treated as central not peripheral to the
believes games to be fun but warns against overlooking their pedagogical value, particularly in
There are many advantages of using games. "Games can lower anxiety, thus making the
acquisition of input more likely" (Richard-Amato 1988:147). They are highly motivating and
entertaining, and they can give shy students more opportunity to express their opinions and
feelings (Hansen 1994:118). They also enable learners to acquire new experiences within a
foreign language which are not always possible during a typical lesson.
activities," break the ice, "[but also] they are used to introduce new ideas" (1988:147). In the
easy, relaxed atmosphere which is created by using games, students remember things faster and
better (Wierus and Wierus 1994:218). S. M. Silvers says many teachers are enthusiastic about
using games as "a teaching device," yet they often perceive games as mere time-fillers, "a break
from the monotony of drilling" or frivolous activities. He also claims that many teachers often
overlook the fact that in a relaxed atmosphere, real learning takes place, and students use the
language they have been exposed to and have practised earlier (1982:29). Further support comes
from Zdybiewska, who believes games to be a good way of practicing language, for they provide
a model of what learners will use the language for in real life in the future (1994:6).'
It means that Games encourage, entertain, teach, and promote fluency. If not for any of these
reasons, they should be used just because they help students see beauty in a foreign language and
Games are often used as short warm-up activities or when there is some time left at the end
of a lesson. Yet, as Lee observes, a game "should not be regarded as a marginal activity filling in
odd moments when the teacher and class have nothing better to do" (1979:3). Games ought to be
at the heart of teaching foreign languages. Rixon suggests that games be used at all stages of the
Games also lend themselves well to revision exercises helping learners recall material in a
pleasant, entertaining way. All authors referred to in this article agree that even if games resulted
only in noise and entertained students, they are still worth paying attention to and implementing
in the classroom since they motivate learners, promote communicative competence, and generate
fluency.
According to Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga in Asian EFL Journal
‘learning vocabulary through games’ - December 2003 'Games have been shown to have
advantages and effectiveness in learning vocabulary in various ways. First, games bring in
relaxation and fun for students, thus help them learn and retain new words more easily. Second,
games usually involve friendly competition and they keep learners interested. These create the
motivation for learners of English to get involved and participate actively in the learning
activities. Third, vocabulary games bring real world context into the classroom, and enhance
Therefore, the role of games in teaching and learning vocabulary cannot be denied. However,
in order to achieve the most from vocabulary games, it is essential that suitable games are
chosen. Whenever a game is to be conducted, the number of students, proficiency level, cultural
context, timing, learning topic, and the classroom settings are factors that should be taken into
account.'
It means learning vocabulary through games is one effective and interesting way that can be
applied in any classrooms. The results of this research suggest that games are used not only for
mere fun, but more importantly, for the useful practice and review of language lessons, thus
RESEARCH METHODOLOGY
1. Research Design
In this research, the writer would like to collect; process; analyzes the data to get
conclusion of the research. This research is called quantitative research because it will use
numbers or statistics. In this research pre-experimental design with one group pre-test and post-
test design will be used. Pre-test is the test which given to the students’, before the treatment.
The post-test is given to the student’s after the treatment to find out the student’s achievement.
Butler (1985;65) stated that “experimental studies are those in which the investigator
deliberately manipulates some factors or circumstances in order to test the effect on some other
phenomenon”.
So there are two test: T1- the pre-test and T2- the post test. X is used to symbolize the treatment
T1 X T2
The design above means that the teacher gives them pre-test before using games then gives
Population
Population is the area in which you are trying to get information from. According to
Burns (1990 : 62) “Population is an entire group of people or objects or events which all have at
least onencharacteristics one common, and must be defined specially and unambiguously”. In
Sample
Sample is a section of your population that you are actually going to survey.
McMillan and Schumacher (1984:32) say that: “Sample is a group of subjects selected from the
population.” The sample of this research is the second grade students at MTs PGAI Padang.
3. Data Collection
The writer gives the students the pre-test and post-test used to test the two groups of
student. Pre-test and post-test are the same in form as well as its content but the time and aim are
different.
Firstly, both the experiment class and controlled class were given the pre-test before the lesson is
begun to know the students knowledge of the material that will be taught. Secondly, both the
experiment class and control class were given the same materials but with the different
techniques of presentation.
The experiment class was given the games technique and the control class without games.
The last step in the experiment is giving the post-test to the two classes, class A and class B.
The data will be collected through a test. The test will be in form of written test, they are
objective and essay test. There are pre-test and post-test. The test is arranged according to the
material given.
5. Data analysis
In analyzing the obtained data, the writer will use mean score formula :
= Mean score
The data presented in frequency distribution, computation or mean score X and standard
Brown, H. D. (1980). Principle of language learning and teaching. New York: Prentice Hall.
Ersoz, A. 2000. Six Games for the EFL/ESL Classroom. The Internet TESL Journal, Vol. VI,
No. 6. Juny.
Hatch, E. & H Farhady. 1982. Resarch design and sttistics for applied linguistics. Cambrirdge :
Lee Su Kim. 1995. Creative Games for the Language Class. ‘Forum’ vol. 33 No. 1. January-
March.
McMillan and Schumaker. 1984. Research in Education. Boston: Little Brown and Company.