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Robiatul A. SKRIPSI.2022
Robiatul A. SKRIPSI.2022
Skripsi
Presented to
Undergraduate Program
English Education Program
Nurul Jadid University
In partial fulfillment of the requirements for the degree of
Bachelor in English Language Education
By
Robiatul Adawiyah
NPM 1842300040
Adawiyah, Robiatul. 2022. The Effectiveness of Using Simon Say Game to Increase
EFL Learners Vocabulary Skill at Attarbiyatut Tijaniyah. Undergraduate
program Nurul Jadid University. Advisor (I) Sofyan Adi Pranata, M.Li, Advisor
(II) Dr. Tirmidi, M.Pd.,
The research was aimed to study the effectiveness of using simon say game to
increase EFL Learners Vocabulary Skill. The population of this study was 20 students.
The research takes two classes as sample research from the basic level of student at At-
tarbiyatut Tijaniyah Institute. The research chooses group A of the basic level class as
Experimental class with 10 students and group B as control class with 10 students. In
this research, there are two variables, namely variable X is using Simon say game and
variable Y is Increasing EFL learners' vocabulary skills, in which researchers want to
know whether or not there is a difference before and after applying Simon say game. To
obtain research data, the researcher used a test instrument that required two tests. There
are pre-test and post-test to investigate both variables, achievement tests are used in this
study.
The data was computed by SPSS 16.0. The results of the calculation of the
difference in the gain score of the experimental group and the comparison group using
the Mann-Whitney test are obtained that the significant obtained is 0.000. Because the
asymp. Sig (2-tailed) <0.05, this means 0.000 < 0.05 then Ha is accepted, and Ho is
rejected. So according to the basis of decision-making in the Mann-Whitney test it can
be concluded, the using of simon says game is effective to Increase EFL Learners
Vocabulary Skill at Attarbiyatut Tijaniyah.
CHAPTER I
INTRODUCTION
This chapter deals with background, problem of the research, the objectives of
the research, the significance of the research, and the scope of the research.
English is used as the official language in some countries where there are few
descendants of native English speakers. It has also become the most important
who do not share a common mother tongue around the world. English is known as
an international language around the world has taken one of important role used in
bilateral relations, science, and many others. Therefore, to profit from the
English as a foreign language involves four language skills. They are listening,
reading, speaking, and writing, four language skills are developed from four
significant thing in learning English because vocabulary is the most primary skill to
master the language well. Vocabulary can be classified into language components.
1
Therefore, priority and attention should be given to other skills, because knowledge
very little can be conveyed, without vocabulary nothing can be conveyed,” cited by
Thornbury1. This means that people study and learn English they have to know the
words related to the subject matter which in this matter is English. So, when people
plays an important and very basic role in communication skills and ability
There are many ways to help students remember, and understand English
practicing conversations, making small notes, breaking down a word, reading more
memorizing through vocabulary games, and many others. In the end, the teacher
the preliminary stages with some approaches. The teacher can give an approach to
their students by game, quiz, song, answering the question, game, poem, or story.
Thus, students are excited if they are given a little game before the lesson. An
example of a famous game that teachers often use is the Simon Say game.
1
Nurul Isnaini, Teaching Vocabulary to Young Learners, (2019).
2
Fatimatuz Zuhroh, Vocabulary Buliding, (2020), Pages 1-2.
2
Simon Says game or usually called Simple Simon Says is one of a child's game
with the manner that it is needed three or more players whereabouts one of the
player takes the role of "Simon" and issues instructions (it is usually as physical
actions that are "jumping in the air" or "sticking out your tongue") to the other
players, which have to only be attended if anticipated with the phrase "Simon says".
Players are eliminated from the game by either subsequent instruction that is not
does include the phrase "Simon says". It is the ability to differentiate between
indigenous and imitation commands, rather than physical ability, in most cases, the
action just needs to be attempted. Where that is usually matters in the game.3
The player action as Simon is having the aim that is to get all the players out as
immediately as feasible; it is usually the last player who has successfully followed
all of the given commands is becoming the winner of the game. Occasionally, the
last players such as two or more may all be eliminated at the same time, thus
resulting in Simon winning the game. The Simon Say game also Includes a concept
and process that emphasizes full supervision. The concept of this game emerged as
a reaction to the non-formal learning curve principle. Therefore, it will give birth to
mastery so that the overall mastery of each will be spread from lowest, average, and
best.
Say game can help students because it is well known that vocabulary is the most
important thing in learning English. It should be given priority and attention over
3
Winda Puspita, Improving Students’ Participation in Listening, (2018), Page 01.
3
other skills because knowledge of vocabulary is the key to understanding skills in
English. Students cannot convey their ideas in written and oral form without having
adequate vocabulary. So, it would not be wrong to say that there are only two things
we need to learn when learning a foreign language, namely words and how to string
them together into good sentences. However, using Simon say game can improve
student achievement in all language skills. This can make students feel relevant
when learning English. Teachers can make students active in using large objective
language, especially in learning English vocabulary. The learning model using the
Simon Say game is an effort in education that aims to motivate students to achieve
Based on the strategy that has been carried out by the teacher, the researcher
finds out several problems for basic level students of At-Tarbiyatut Tijaniyah
system using the Simon Say game. First, students are lazy to memorize vocabulary.
Second, some students feel bored with the learning process. Third, most students
Based on the problems above, the researcher is fascinated in applying the Simon
Says game to strengthen students’ vocabulary and will make the teaching-learning
process be fun and active. According to the foregoing statement, the topic will be
4
B. Problem of the study
Based on the background above, the researcher formulates the research problem
as follow:
“Is the Simon say game effective to increase EFL learner vocabulary skill?”
“To know the effectness of using the Simon say game in improving EFL learner
The results of this study are expected to provide theoretical and practical
benefits of research on the application of the Simon Say Game at the At-Tarbiyatut
1. Theoritically
2. Practically
5
a. For Students
Say Game.
b. For Teacher
This study describes the use of games in teaching and learning activities for
c. For Researchers
The result of this study is making the researchers easier in helping students
E. Theoretical Hypothesis
6
So that, this study can discuss more thoroughly so that it can achieve something
that is expected, it is necessary to limit the problem. So we feel the need to explain
Simon says Game is one of activity as the way of teaching preposition and
G. Previous Research
Several studies from the previous researchers related to the research to be carried
out, such as: In this section, it will mention several studies from several previous
The application of the using Simon Says Game have positive perspectives for
7
students and invited students to make them easier in practicing their listening
in a fun way. 4
Listening Comprehension Class Using Simon Says Game ", based on the
results of this study using Simon Say Game to increase student participation
process. 5
Students' Vocabulary Through Simon Says Game". This study uses the same
learning model, namely the Simon Say Game. This study focuses on students'
difference in this study and this study uses a qualitative descriptive method to
sheets.6
Based on the above research, there are several studies that use Simon Says
also to improve students' Vocabulary, proving that using Simon Says Game is not
only useful in one skill but also in other skills. This study may be similar to one of
the three studies but also has differences. In this study the researcher will try to use
4
Angghi Anggraini Nasution, Students' Perspectives of Simon Says Game to Practice, (2020),
Page 01.
5
Winda Puspita, op.cit, Page 01.
6
Mely Indriani, Improving Asy-Syafi'iyah International Students' Vocabulary Through Simon
Says Game, (2019), Page 01.
8
the Simon Says Game to prove that this game can improve students' vocabulary
skills, not make it difficult for students to memorize vocabulary with the Simon
Says game.
9
CHAPTER II
literature related to the topic that the researcher created, about knowledge and
A. Theorical definition
1. Vocabulary
a. Definition of Vocabulary
words, and idioms that are typically used when talking something. To be
understood by the person or all the words that the person is likely to use
7
Kamalia Maulina, The Implementation of Riddle Game Media to Increase Students’ Ability in
Speaking for the Eleventh Grade Students of MAS. PP. Raudhatul Hasanah, Paya Bundung, Medan, Diss.
Universitas Islam Negeri Sumatera Utara, (2018).
10
vocabulary can help a person construct sentences and then a series of
paragraphs.
Terrell stated in David Nunan book “The status of vocabulary has been
other word vocabulary has become one of the object of the research in
of communicative approach.
come in two forms: spoken and print. Spoken vocabulary includes words
includes words that students recognize and use in reading and writing.
8
Rizka Sari, The Implementation of Snake and Ladder Game to Improve Students' Vocabulary,
(2017).
9
Izzah Mafruchah, Age Differences in Teaching and Learning, (2017), Pages 06-07.
11
larger than productive vocabulary and may include many words to which
students give some meaning, even if students don't know the full
of words that are often and usually arranged alphabetically and defined
events.
b. Function of Vocabulary
statement above, we can conclude that words are very important to use in
can understand what they say to us. Communication can run well if we do
10
Nur Azyza Malik, The Effectiveness of Using Word Square Method in Teaching English,
(2020), Page 28.
12
accurately, and impressed as well as how people react them. In listening,
should clearly and accurately in choosing words to express her ideas and
c. Kinds of Vocabulary
meaning of words when they learn English. There are two kinds of
involve what is needed for receptive learning plus the ability to speak or
himself.11
13
There are two ways in which people learn vocabulary that are:
words that are needed for survival skills in language. The direct
of words that are used with high frequency in this domain is limited.
2. Games
a. Definitions of Game
race to be the first to reach the goal, and cooperative games, in which
12
Maki Naemi, Vocabulary Acquisition through Direct and Indirect Learning Strategies, (2015).
13
.Aniatu Zahroh. The effectiveness of Simon Says game Towards Students’ Vocabulary (An
Experimental Research at the Second Grade of Mts Al-Fath Cilegon). Diss. Universitas Islam Negeri"
Sultan Maulana Hasanuddin" Banten, 2017.
14
The game consists of a set of rules that build a competitive
The rules determine the possible actions for each player, the amount of
discover and interact with their environment. The results of the poll poll
learning. The results of the next poll showed that 100% of young learners
they are growing up because they can discover and communicate with
and losing. It means that game teach children about an activity with rules
which they can share anything around them. They also can be a winner
14
D Dewantara, M Wati, M Misbah, S Mahtari, and S Haryandi. The Effectiveness of Game
Based Learning on The Logic Gate Topics. Universitas Lambung Mangkurat, Indonesia, 2019.
15
Ratmanida Mardhatillah, Using ‘MIME GAME’ to Teach Vocabulary to Young Learners
Journal of English Language Teaching, (2016), Page 131.
15
Some definitions of games according to some experts:
2. Samuel Henry,
3. John Naisbitt,
4. Andik Susilo,
drugs.
a. An amusement or pastime;
players or spectators;
16
e. The number of points required to win a game;
i. A trick or strategy;
b. Genre of Game
and can also be stabbed, depending on the story and the characters in it.
16
Kamalia Maulina, The Implementation of Riddle Game Media to Increase Students’ Ability in
Speaking for the Eleventh Grade Students of MAS. PP. Raudhatul Hasanah, Paya Bundung, Medan, Diss.
17
2. Fighting. There are those who group fighting genre games in the
Action section, but the author has a different opinion, this game does
require reflex speed and eye and hand coordination, but the essence of
possible.
clues or clues to the next obstacle. As for those who are adventuring
between urban streets just looking for wooden sticks or belts to make
tools for the next mission, those are some of the many things that
4. Strategy. Strategy video games usually give the player control of not
just one person but at least a group of people with various types of
5. Simulation. Games of this type often depict real-world life and pay
homes to cities, managing income taxes and city funds. Games of this
18
genre should live from the beginning of being born with nothing to
becoming a business tycoon and so on. There are also like conducting
unique cloning results. In this type of game, making players must think
funds.
6. RPG (Role Playing Game). This game according to its translation, role
the player in the game, which is usually the main character, where as
we play it, the character can change and develop in the direction the
their abilities. Developers who make it, have to take into account
various things so that this game can really educate, increase knowledge
and improve the skills of those who play it. The target segmentation of
players must also be adjusted to the level of difficulty and visual design
or animation.
19
3. Simon Says Game
in 1264, when King Henry III and the sequel candidate, Edward I in the
year any order King Henry III gave could have been countermanded by
the Simon Montford. The situation can to an end the following year
when The Battle of Evesham where Henry’s son Princes Edward took
Simon’s castle by force and used his flags as a means to surprise Simon
commands which students follow only when the command when the
words Simon Says Through “Simon says” game, the teacher introduces
the vocabulary needed, and the students carry out the action; in duo
course the students may take over the ordering role. They are reacting to
17
Adrian Jobson, The First English Revolution Simon De Monfort, Design and Patents Act,
(2013).
20
the new vocabulary with physical movements. They are doing something
that will help them to remember. Even in all variation of “Simon says”
vocabulary immediately18.
a child's game with the manner that it is needed three or more players
whereabouts one of the player takes the role of "Simon" and issues
instructions (it is usually as physical actions that are "jumping in the air"
or "sticking out your tongue") to the other players, which have to only be
Amy Buttner Zimmer in her book wrote that “Simon says is a good way
commands, rather than physical ability, in most cases, the action just
18
Mely Indriani, op.cit, Page 20.
19
Winda Puspita, op.cit, Page 01.
20
Amy Buttner Zimmer, Activities, Games, and Assessment Strategies for the World Languages
Classroom, New York; Published by Routledge , (2015), p. 151.
21
The player action as Simon is having the aim that is to get all the
winner of the game. Occasionally, the last players such as two or more
may all be eliminated at the same time, thus resulting in Simon winning
the game. The Simon Say game also includes a concept and process that
give birth to mastery so that the overall mastery of each will be spread
vocabulary and game can be one of them. Some experts say that games
1. Games bring in relaxion and fun for students, thus help them learn and
interested.
21
Mely Indriani, op.cit, Page 20.
22
3. Vocabulary games bring real word context in to the classroom and
can help those who play to arouse their self-confident, more creatively
and decrease the anxiety from acquiring the language. In short, games
means that the teacher has to be fast paced or it doesn’t work ,you have
to remember all the commends, use them all equally and make sure that
the student are only doing the actions at the approriate time.22
In conclusion, students are happy and relaxed when they play the
game while the teacher should be able in playing the game. In order that,
students can play while studying in the classroom so they don't get bored
easily.
22
Dr. Muhammad Dalimunte, S.Ag.SS. M.Hum, Maryati Salmiah, M.Hum and Abdul Muhsin Polem,
The Implementation of Simon Say Game to Improve Students’ Vocabulary Mastery in Learning English at
MTs. Laboratorium UIN-SU Medan, (2018), Page 08.
23
D. Correlation Between Simon Say Game and EFL Learners’ Vocabulary
Skill
students who have not been able to accept the concept of abstract
knowledge.
determine the suitable media and it is not easy to find a way to give direct
follow the teaching and learning process because Simon says can give
all language skills. This can make students feel relevant when learning
24
using the Simon Say game is an effort in education that aims to motivate
with simple rules that come with it. So that it will be easier for students to
remember the vocabulary that has been provided. This will provide more
Attarbiyatut Tijaniyah.
25
CHAPTER III
METHODOLOGY
This chapter is a step that is owned and carried out by researchers in order to
collect information or data and conduct investigations on the data that has been
obtained. The research method provides an overview of the research design which
includes, among others: procedures and steps that must be taken, research time, data
sources, and with what steps the data is obtained and then processed and analyzed.
A. Research Design
design. The experimental design is used to collect data in such a way that threats to
the reliability and validity of the research are minimized. Experiment research
emanates from the fact that experimental researchers in a given domain of nature are
spread out widely over space and time. This design is not only samples collecting
data, but also covers data analysis, and interpretation of the researched problem.
itself suggest, is anything that does not remain content. In the experiment research,
there are three types of research such as pre-experiment, quasi-experiment, and true
the research methods in the language learning book “quasi-experiment is had both
pre-tests and post-test, experimental and control groups, and not a random assignment
of the subject”. 23
23
David Nunan, Language Teaching methodology, (2018)
26
The research method used by the researcher is experimental research with a quasi-
method. This study involved two classes, namely the experimental class, and the
control class. The experimental class and the control class received the same learning
treatment in terms of objectives, content, learning materials, and study time. This
Note :
X : Treatment
In this study, before the research was conducted, both groups were given a pretest
to determine their initial state. During the study, the first group was given treatment
27
using the Simon say game, and the other group was not treated with the Simon say
game. The group that was treated was made into the experimental group and the
group that was not treated using the Simon say the game was used as the control
group. Then at the end of the study, both classes were given a posttest to see how the
results were.
1. Population
examine all elements within the study area, the work was a study population.
Tijaniyah Institute.
2. Sample
In this research, will be conducted take the nonrandom sampling methods are
The research takes two classes as sample research from the basic level of
basic level class as Experimental class with 10 students and group B as control
class with 10 students. Total of the sample were 20 students. The classes have
28
same level of English proficiency. The purpose of the basic class as a sample of
C. Research Variables
The research has two variable those are the using of simon say game and
D. Research Instrument
Every research needs some instruments to collect data. The research aimed to
find the use of the Simon Says Game to increase students’ vocabulary skills. In this
research, there are two variables, namely variable X is using Simon say game and
to know whether or not there is a difference before and after applying Simon say
game. To obtain research data, the researcher used a test instrument that required
two tests. There are pre-test and post-test to investigate both variables, achievement
tests are used in this study. The pre-test gave to the students in the first meeting to
measure the students' initial ability in learning vocabulary skills, while post-test
29
gave and used the same test with pre-test after treatment to find out the students'
increase the student's vocabulary before giving treatment, while the post-test was
undertaken to increase the student's vocabulary after treatment and the effectiveness
of using the Simon Says game to increase students' vocabulary. Before the test is
carried out, the test must first meet the requirements, while the requirements include
the following:
1. Validity Test
measuring instruments that have been compiled and will be used in research.
The instrument validity test was carried out quantitatively using SPSS
version 16.0 software for Windows. Validity shows the extent to which the
question's relevance to what is being asked and what is to be measured in the study.
A question is said to be valid and can measure research variables if the value of the
validity coefficient is more than or equal to 0.30. The formula that can be used
24
Sugiyono, P. D. "Quantitative, qualitative, and R&D research methods." Bandung:
(ALFABETA, Ed.) (2018).
30
After each item of the instrument is calculated the magnitude of the
correlation coefficient with the total score, then the next step is to calculate the
√n − 2
t count = √1 −r 2
Information:
t = value t count
n = number of respondents
Next, compare the scores to determine whether the item is valid or not,
correcting the score on each item with a total score. After that, the correlation
value in the r-table is compared with the correlation value of the r-count. If the
value of r-count is smaller than t-table then it is stated that the variable is
stated that the variable is declared valid. In this study, the r-table can be find in
Appendix 1 .
31
In Appendix 2 is the result of the validity value in this study. The
researcher used the r-table in this study was 0.444 because the researcher took
less than 0.444, it means that the item has a lower relationship with other
question items than the variables studied, so the item is declared invalid.
2. Reliability Test
extent to which the instrument can produce scores consistently 25. Instrument
variance of the subject's acquisition score. In this case, the acquisition score
consists of the pure score and the error score in the measurement. To find out
whether a test has high, medium, or low reliability, it can be seen from the
25
Numiasari, Irma. Personal-Social Guidance Program based on a Humanistic Approach to
Develop Learners' Self-Concepts. Diss. Indonesian University of Education, 2013.
26
Koo, Terry K., and Mae Y. Li. "A guideline of selecting and reporting intraclass correlation
coefficients for reliability research." Journal of chiropractic medicine 15.2 (2016): 155-163.
32
= 1-
Information:
= Reliability coefficient
In this study, researchers used formulas and the help of SPSS software
version 16.0 for Windows to simplify calculations and decision making. The
maka item tersebut reliabel. If 𝑟count <𝑟𝑡𝑎𝑏𝑙e, then the item is not reliable.
Steps to use the formula and help SPSS 16.0: (Analyze ˃ Scale ˃
reliable.
test of vocabulary skills using the results of the reliability test on vocabulary
skills using software SPSS version 16.0 for Windows Cronbach's Alpha
33
coefficient for vocabulary ability is obtained 𝑟count=0,822. The full
following table:27
Table 3.2
Reliabilitastes Evaluasi
(Source : Sugiono,2018)
and referring to the benchmark point in table 3.2, it can be concluded that the
27
Sugiyono, P. D. "Quantitative, qualitative, and R&D research methods." Bandung:
(ALFABETA, Ed.) (2018).
34
Simon Say Game instrument has a very high level of reliability. The result of
In collecting data, the researcher had given the same test for both class
(Experimental group and Control group) in pre-test and post-test. The procedure of
1. Pre-Test
students gave the test for experimental class and control class before
researcher apply the method, it aimed to knew the students previous ability.
First, the researcher can start the lesson by greeting the students in order to
catch their first attention, asking students’ condition and asking them
praying. Then, the researcher explains the function of the pre-test to the
students. After that, the researcher gives the model of pre-test by giving
them vocabulary book and ordered them to learn two theme of vocabularies
that have been chosen by the researcher. Before that the researcher orders
them to repeat the vocabularies for about 5 times after the researcher
35
come forward to storage the two theme of vocabularies. The last, they
answers the questions about two theme of vocabularies that has storaged.
2. Treatment
Treatment means that the researcher used the game that is Simon Says
Game. By the existence of this game, it can help students to memorize the
treatment.
a. Experimental Group
below:
1. For the first meeting, the researcher introduces the Simon Says Game
to the students when the students have already understood the game,
vocabulary talks about the verb that is clap. So, “Simon says, clap
your hands”. It is alright for the caller to also model the action while
giving the direction. Then students should join what has the Simon
36
say. Ideally, the action called for will sometimes have entertainment
value. Then, the researcher does that until all students learn a theme
of vocabularies.
while using the Simon Says Game. The researcher model within the
group should respond quickly and clearly after every direction Simon
presents. For students who are wrong in playing this game, they
and plays with the same game. If the students have fun with a
response (maybe you said “ Jump like a frog”, and they added in a
praise players when they demonstrate the actions. Then instruct them
b. Control Group
game. The researcher implements the usual learning for the three
3. Post-Test
28
Zainal Aqib, Model, media dan strategi pembelajaran kontekstual (inovatif). Bandung: yrama
widya (2013).
37
The researcher explained the purpose of Post-test. Then, just give the
the experimental and control group while they should listen what has
already spoken by the researcher. For experimental group, after that plays
with the same game and continue calling out action for up to a minute or so,
or until the researcher see the first signs decreased motivation. If that is
enough “steam”, allow the student the most capable, or most interested to
be Simon. It means that if students are still spirit to play Simon says game,
does not yet understand the expectation for the role , its ok, the researcher
can use some words to prompts (tell them what to say) It means that if the
student is confuse, the researcher can help the students who want to be
Simon to tell them what to say about words. Then instruct them to come
forward and deposit vocabulary to the researcher. The last they answers two
theme of vocabulary that has been storaged before. There was only one
classify as follow:
38
1. Students are fast in memorizing vocabulary 80-100 Very Good
obtained from interviews, field notes, and documentation, by organizing the data into
categories, breaking them down into units, synthesizing them, arranging them into
patterns, choosing what is important and what is important to be studied, and draw
data analysis is carried out by using statistical tests to calculate quantitative data or
which can be realized by numbers obtained from the field. Quantitative data is data
expressed in the form of numbers.30 There are several analyzes that can be used,
including:
1) Descriptive Analysis
29
Sugiyono, P. D. "Quantitative, qualitative, and R&D research methods." Bandung:
(ALFABETA, Ed.) (2018).
30
Taniredja, Tukiran, and Hidayati Mustafidah. "Quantitative Research." Bandung:
Alfabeta (2012).
39
Data analysis is an activity after data from all respondents or other data
sources have been collected. Activities in data analysis are grouping data based
on variables and types of respondents, tabulating data based on variables from all
2) Hypothesis Analysis
The normality test was carried out to find out whether the data research is
normality tests that are often used, namely the test Kolmogorov Smirnov and
The paired sample t-test is used to find out whether there is a difference in
the mean of the two paired samples. Condition In the paired-sample t test, the
requirement in the test paired sample t-test. Paired sample t-test in this study
was used to answer the problem formulation "To prove" the effect of
40
of the problem, the paired sample t-test is carried out to the experimental
class pretest data with the post-test class Experiment using Simon says game.
two correlated samples when the requirements normal distribution is not met,
d. Homogeneity Test
mean of the two samples that do not in pairs. Basic requirements in the
independent sample t test are data with normal distribution and homogeneous
(not absolute).
The Mann-Whitney test was used to test the difference in mean of two
independent sample groups if one or both the sample group is not normally
41
Test analysis technique with the help of the SPSS 16.0 application for
windows.
two or more data groups. The results of the analysis are whether the research
means that the research results state that there are differences between
42
CHAPTER IV
This chapter discusses the results of the study based on data analysis and
A. Findings
collected during research. The aimed of this study would to find out the
taught through the use of Simon Say Game and those who is not taught
through the use of Simon Say Game. The explanation can be seen as follows:
Foundation
they have. After getting the blessing and orders from K.H. Abdullah
43
Village, Maron District, Probolinggo Regency, then on January
Ali Albaharun.
follows:
2. NSS : 510035130340
4. Address
B. Village : Kotaanyar
C. Regency : Kotaanyar
44
D. District : Probollinggo
7. Student Data : 60
objectives:
A.Vision
Insights”
B. Mission
Learning.
45
B. Fostering, training, and growing understanding and appreciation
Students/Students
46
d. Teacher Condition
A) teacher’s Name
B) Teacher Status
Teacher Education
No Teacher Status SLTA D-1 D-2 D-3 S-1 S-2 Total
1. Permanent Teacher 3 3 2 8
2. Non-Permanent Teacher 4 4
3. Civil Servant Teacher
4. Staff 1 1 2
To obtain valid data, this data will be presented about the results of
47
EFL Learners' Vocabulary Skills at Attarbiyatut Tijaniyah. This study uses an
oral test instrument to determine their vocabulary skills in learning English for
students.
table:
Tabel 4.1
EXPERIMENTAL CLASS
NO NAME PRE-TEST POST-TEST
GROUP Vocabulary Vocabulary
1 Nur Azizah A 55 87
2 Qoriatus Sholawah A 73 93
3 Aurel Aprilia W. A 65 85
4 Mutmainah A 80 83
5 Halimatus Sa’diyah A 70 70
6 Malihatul M. A 68 86
7 Annisaul Mufidah A 76 90
8 Alfiah Zahrotul J. A 70 86
9 Nayla Qurrotul Aini A 70 80
10 Diana Hafsawati A 58 85
Tabel 4.2
CONTROL CLASS
NO NAME PRE-TEST POST-TEST
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GROUP Vocabulary Vocabulary
1 Diah Fika Ramadani B 54 53
2 Fiska Amilia Putri J. B 45 48
3 Amalikatuz Zahro B 47 48
4 Cinta Aulia B 50 52
5 Mega Dinda Ayu A. B 44 45
6 Fitriyah Nur Jannah B 42 45
7 Umi Aprilia Salama B 35 38
8 Ruska Febina C.H. B 54 54
9 Imarotus Sholihah B 40 45
10 Kholilatun Najah B 70 65
Tabel 4.3
THE DIAGRAM OF STUDENTS’ PRE-TEST SCORE
9
8
7
6
5
4
3
2
1
0
0-39 40-55 56-65 66-79 80-100
Tabel 4.4
THE DIAGRAM OF STUDENTS’ POST-TEST SCORE
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10
0
0-39 40-55 56-65 66-79 80-100
The result of pre-test and post-test in this research was analyzed to increase
their vocabulary skill. From this analysis, the root of problem could be seen as a result
of students’ learning.
C. Data Analysis
The data that will be presented in this study is data on the effectiveness of
using the Simon Say Game to Increase the Vocabulary Ability of EFL Students at
determine the effectiveness of using the Simon Say Game to Increase the
test to 10 students as the experimental class and 10 students as the control class.
Overall, 20 students were sampled. After getting the score of the oral test results,
the sum of the test results of each student is entered into the SPSS application,
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D. Hypothesis Test
this study. In quantitative research, the research hypothesis is divided into two,
namely the alternative hypothesis (Ha) and the null hypothesis (Ho). The
1. Alternative hypothesis (Ha) This means that there is an effect of using the
2. The null hypothesis (Ho) means that there is no effect of using the Simon Say
As for this research, hypothesis testing is carried out in several stages, one
of those is:
To find out the difference in filling out the pretest and posttest
questionnaires for the experimental group and the control group, the Mann
Whitney test analysis technique was used. However, before filling out the
pretest and posttest questionnaires from the experimental group and the control
group were analyzed using the Mann Whitney test, the data can be grouped as
follows:
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Table 4.5
score in the table are processed using the Mann Whitney test analysis
technique, because it is carried out based on the requirements in using the Mann
Whitney test that have been met in this study, which are as follows:
a. The number of research samples is small, which is less than 30 samples (in
b. The data does not have to be normally distributed (in this study the data is
normally distributed).
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c. Used to test one categorical data variable and one interval data variable (in
this study the examiner compared the differences between the experimental
The basis for making decisions on the Mann Whitney test, as follows:
a. If the acid value. Sig (2-tailed) < 0.05 then there is a significant difference.
b. If the acid value. Sig (2-tailed) > 0.05 then there is no significant difference.
In this study, the data analysis technique was calculated using the SPSS
(Statistical Package for Social Science) version 16.0 program. The results of the
calculation of the difference in the gain score of the experimental group and the
Tabel 4.6
Output 1
In
Test Statisticsb
the Test
Studying Result
Mann-Whitney U .000
Wilcoxon W 55.000
Z -3.790
Asymp. Sig. (2-tailed) .000
Exact Sig. [2*(1-tailed Sig.)] .000a
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the asymp. Sig (2-tailed) <0.05, this means 0.000 < 0.05 then Ha is accepted,
Whitney test it can be concluded, the using of simon says game is effective to
E. Discussion
The findings above show that there is a significant effect of the Simon Says
Tijaniyah. In the post-test, the scores of students in the experimental class were
better than the scores of students in the control class. The learning vocabulary
ability of the experimental class and control class students was almost the same
based on the pre-test scores. This shows a significant difference between students
who are taught using the Simon Says Game and those who are not.
As well as the research was done by Nasution who observed Simon Says game
on the students’ Practice Listening Skill and Winda Puspita who observed Simon
Says game on the students’ Listening Comprehension. This research also has the
same result with them even though the researcher was applied Simon Says game
The researcher taught the experimental class and the control class in three
meetings. The researcher use the Simon Says game as a method of learning
English in the experimental class. While the researcher did not use the Simon
Says game in the control class. So, the researcher found some differences between
First, the researcher found that the experimental class had a higher
improvement than the control class. This can be proven by looking at the pre-test
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and post-test scores that have been achieved by students in the two classes. It can
Second, because of the intense and meaningful training, the researcher found
that this game had become the center of the EFL learner in increasing vocabulary
skill as teacher technique in the experimental class. Students can get the material
in a simple and interesting way and students can achieve some points through the
Simon say game method used by the researcher. In the Simon Says game method,
Third, the researcher found that the students enjoyed the learning process. By
applying the Simon Says game, students become excited and concentrate more on
can create great interest through realistic participation because these games
Fourth, it was easier for students to learn to what they hear through the
research that has been done. Simon Says game could make the students
confidents and paid attention to the materials, so the materials could be delivered
positive attitudes towards the course.32 It means Simon Says is effective technique
effect of using Simon Says game for EFL learners in increasing vocabulary skill
31
Beavis, Catherine, et al. "Teachers' beliefs about the possibilities and limitations of digital
games in classrooms." E-learning and Digital Media 11.6 (2014): 569-581.
32
Tomlinson, Brian, and Hitomi Masuhara. The complete guide to the theory and practice of
materials development for language learning. John Wiley & Sons, 2017.
55
in Attarbiyatut Tijaniyah as new and creative media in the teaching and learning
process.
CHAPTER V
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A. Conclusion
before given the treatment is low, while the students’ score after given the
treatment was high, and the used of Simon Say game strategy more effective on
vocabulary.
Class at Attarbiyatut Tijaniyah can be used create more interesting activity in the
learning process. Students then have time to work independently to feel in there
Simon Says game. Simon Says game is one of strategy of teaching which can
B. Suggestion
be useful. The suggestion are for teacher, students, and for researcher. As follow:
A. The teacher must look for some interesting ways to teach vocabulary in
B. The teacher should be active and creative in order the students do not feel
bored.
2. For School
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A. Add the equipment that can support the effectiveness of study and teacher in
B. Develop the students’ skill through some activities that can increase
3. For the next researcher can continue this research in the future, it’s suggested to
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