Professional Documents
Culture Documents
By
1900004065
YOGYAKARTA
2022/2023
TABLE OF CONTENT
TABLE OF CONTENT...........................................................................................................ii
CHAPTER I INTRODUCTION..............................................................................................3
A. Background of the Study...............................................................................................3
B. Identification of the Problem.........................................................................................5
C. Delimitation of the Study..............................................................................................6
D. Formulation of the Problem..........................................................................................6
E. Objectives of the Study.................................................................................................6
F. Significance of the Study..............................................................................................6
CHAPTER II LITERATURE REVIEW..................................................................................9
A. Theoretical Review.......................................................................................................9
B. Reivieiw of Preivious Studieis......................................................................................13
C. Conceiptual Frameiwork..............................................................................................14
CHAPTER III RESEARCH METHOD.................................................................................17
A. Reiseiarch Seitting........................................................................................................17
B. Reiseiarch Subjeict.......................................................................................................18
C. Reiseiarch Instrumeint..................................................................................................18
D. Data Colleicting Teichniqueis......................................................................................19
E. Data Analysis Teichniqueis.........................................................................................20
F. Reiseiarch Proceidurei..................................................................................................20
G. Indicator of Succeiss....................................................................................................24
REIFEIREINCEIS...................................................................................................................25
APPEINDIX...........................................................................................................................27
2
CHAPTER I
INTRODUCTION
This chapter presents the background of the Study, identification of the problem,
delimitation of the Study, formulation of the problem, objectives of the Study, significance
Grammar is a language system that must be taught to the language learner. Sometimes,
people speaking do not need Grammar more, but it is required to tell and describe the proper
procedures. (Silalahi, 2019) stated that the role of Grammar in learning and teaching English
has become critical, especially for English teachers. In Indonesia, we often allow the
Language to be understood because they cannot necessarily be correct and do not like to be
(Albaniyah, 2016) One of the efforts to improve English language skills in Indonesia is
introducing English language learning to children from elementary school, especially for the
upper classes.
Teaching English Grammar can be challenging for teachers and students because the
Ministry of Education and Culture abolished compulsory English subjects at the Primary
School level in the 2013-2014 school year. According to (Sya & Helmanto, 2020), the goal is
for elementary school students to improve their mastery of Indonesian skills. Even though
English is a subject that is easy to understand if applied early, this does not significantly
influence the process of mastering the Indonesian Language. According to (Pinter, 2017),
English education is essential for children's primary education as a provision to learn English
to the next stage or level so as not to be left behind because of the modern era of
globalization.
3
Most students think that learning English; especially Grammar is tedious and
confusing. It has many rules that the students should understand (da Maaliah & Muhyiddin
Aziz, 2018). Based on the argument, they have low motivation to learn English, especially in
learning grammar. Because of that, Teaching grammar must be different from teaching high
school students for young learners. The activities of teaching English to young learners in
Elementary Schools should be based on the teaching of English that is fun and exciting for
but Grammar is an essential part of teaching. In the elementary school syllabus component at
starting from words and phrases and continuing to sentences and paragraphs. One of the
targets of schools in English language learning, including vocabulary and Grammar, is that
students can write and speak in English well. The student still needs to master writing skills
to prepare for higher education. (Fithriani, 2018) means that without Grammar, we will find it
difficult to develop language skills such as writing, speaking, reading, and listening. There
are some grammar topics students must master, like parts of speech, stating capability, and
constructing WH-how questions. WH-question is chosen as one of the ways to approach the
students and help them improve their writing and structure performance.
A game is an appropriate technique for the teacher to teach grammar (Eltahir et al.,
2021); as cited by (Bado & Franklin, 2014, games can potentially improve foreign language
education in various areas, such as listening and speaking. As we all know, children love
games. Games have a unique role in any foreign language teaching program because they
facilitate foreign language learning, especially for young learners. A good teacher must be
aware of it to consider how best to teach them. Moreover, young learners of English are
young learners who learn English. They are elementary school-aged children who receive
English lessons as part of their school's local content (Utami & Anggani L. Bharati, 2020).
4
Before incorporating game-based learning into English lessons, teachers must determine what
interests and motivates them. Teachers can create exciting and motivating English classes by
understanding what our students are interested in (Saputra et al., 2021). As a result, teachers
must not view games as time fillers or recreational tools but instead incorporate them into
their foreign language teaching program. English language teaching and learning have
become much more demanding for teachers and learners since the introduction of
communicative language teaching, just like any other innovation that poses challenges to its
users.
According to (Ari Satria, 2020), the grammatical issue must be solved by approaching
students with games. An attractive and fun game can melt the class and help the student have
fun with grammar. Using the game-based learning method, teachers can present educational
communication technology advances, teachers can use educational games based on web
applications. When selecting a game to use, the teacher can tailor it to the material to be
presented.
Based on the ideas and phenomena discussed above, the researcher decided to make a
game to help students enjoy learning English grammar and observe students' grammar
primary school:
1. The learning media used by teachers has not had the maximum impact.
5
4. Some children lack the motivation to learn English, especially Grammar
Based on identifying the problems above, this study focuses on using Board
academic year.
problem.
Muhammadiyah Nitikan?
flashcards?
Based on the formulation of the problem above, the objective of this study is to
In general, the author expects that the results of this study can have the
6
following benefits:
a. Theoretically
Learning), which can provide readers with information and support previous
studies.
4. Practically
grammar learning activities that are always interesting and fun, and the
activities have been customized with a 5th-grade syllabus so that the students
b. The students
structure.
c. The school
It is hoped that the results of this study will be used as a reference for further
7
researchers to improve classroom teaching and learning activities. Increase.
B. Operational Definition
measure them. The operational definition specifies the procedure for researching and
1. GBL
defined as a learning method that employs games to aid in the learning process, make
2. Grammar
sentence. The Study of how words are combined to form sentences is known as
Grammar.
3. WH Question
8
CHAPTER II
LITERATURE REVIEW
A. Theoretical Review
Many significant theories from specialists are described in this chapter, and the
approaches are then elaborated as the research’s guide. The focus of the discussion
1. Grammar
a. Definition of Grammar
the word to become a good sentence appropriate to the rule and have meaning.
In Grammar, some tenses conclude present, past, and future tense. Those tenses
are formulated by using different forms and verbs. According to (Putra et al.,
2014), Grammar is how a word can change form and combine into a sentence to
express ideas, events, or activities in English. From the definitions above, it can
be concluded that grammar is the study of rules to control the structure of words
between the ages of 6-12 years. They can be divided into two groups: the
Younger Group (6-8 years) and the Older Group (9-12). According to their
grade level, they can be called Lower Classes children, namely 1st, 2nd, and
3rd graders, and Upper Classes students in grades 4, 5, and 6 (Lin & Hou,
9
very different from teaching middle-aged children. In this case, all activities
knowle dge and skills. In this te aching approach, game s conve y le arning
i i i i i i
conte nt to le arne rs of e ach subje ct. Although this approach is base d on using
i i i i i i
game s in te aching, it is de signe d to give the le arne rs more fun during le arning
i i i i i i i i i i
and introduce what the y ne e d to le arn to achie ve the le arning goals (Ghazy e t i i i i i i i i i i
al., 2021)
In this le arning, stude nts are re quire d to le arn, but with an approach to play.
i i i i i i
Game s are one of the me dia use d to hone brain skills to re solve conflicts or
i i i i i i i i i
proble ms in-game . Proble ms or dispute s cre ate d in a game are take n from re al
i i i i i i i i i i
life and combine d with the imaginary side . It is inte nde d to cre ate conflict
i i i i i i i i
Game -Base d le arning is le arne r-ce nte re d, as the le arne rs are like ly to be
i i i i i i i i i i i i i i
proce sse s more e xciting but also make the le arne rs be come the ce nte r of
i i i i i i i i i i i i i
le arning, and the y can dire ct the ir Le arning ((E ltahir et al., 2021)
i i i i i I i
1. The re are challe nge s and adjustme nts: incre asingly comple x challe nge s
i i i i i i i i i i
10
are available , and le arne rs can adjust the difficulty le ve l if ne e de d. In the
i i i i i i i i i i i
game , the re are le ve ls; the highe r the le ve l, the highe r the difficulty.
i i i i i i i i i i i i i i
2. Inte re sting and e xciting: game s can e ngross students in an activity that
i i i i i i
the y unde rstand the ir goals and is re late d to the achie ve me nt of the ir
i i i i i i i i i i
compe te ncie s. i i i
3. Inte ractive : le arne rs inte ract by be aring the conseque nce s of the ir actions
i i i i i i i i i i i
4. Fee dback: le arne rs can conclude the fe e dback about how the ir actions
i i i i i i i i i
5. Social and coope ration: the game must incre ase dialogue and exchange i i i i i i i i
and what the y le arne d from playing a game , such as why the y faile d/lost i i i i i i
Some e xpe rts have sugge ste d seve ral advantage s of GBL, which the
i i i i i i i i i i
te ache r can conside r while de ciding whe the r or not to imple me nt it. Firstly,
i i i i i i i i i
E asily tailore d to the ne e ds of stude nts. For game s that are playe d physically,
I i i i i i i i i
such as board game s, card game s, or traditional game s, te ache rs can e asily i i i i i i
modify compone nts, obje cts, or how to play the m to suit be tte r the le ve l of i i i i i i i i
unde rstanding, le arning ne e ds, or inte re sts of stude nts. Se condly, Make it
i i i i i i i i i
e asie r for stude nts to unde rstand the le arning mate rial. Game -Based
i i i i i i i i i
Le arning make s it e asy for students to practice the se comple x skills be cause
i i i i i i i i i i
the game provide s an authe ntic e xpe rie nce whe re the se skills can be hone d.
i i i i i i i i i i i i i i
11
with a total of 1,974 participants, in which the y found that 21st-ce ntury skills i i
improve d we ll whe n traine d with game -based le arning (Mao e t al., 2022). It
i i i i i i i i
me ans whe n the game simulate s a situation or phe nome non the y want to
i i i i i i i i
le arn, students can le arn dire ctly from the ir own e xpe rie nce , making it e asie r
i i i i i i i i i i i
for the m to unde rstand the topic being studie d. A me ta-analysis has also
i i i i i i
re vie wed 30 game -based le arning studie s that found that with simulations
i i i i i i i
like this, stude nts le arn more e ffe ctive ly than if the y consume information
i i i i i i i i i
passive ly, such as liste ning or re ading (Bhuiyan & Mahmud, 2015). Base d on
i i i i
some of the be ne fits liste d above , the te ache r can de cide whe the r or not to
i i i i i i i i i i i i i
use Game -Base d Le arning to te ach E nglish. Additionally, stude nts can
i i i i i I i
The re is one study that e xplains some of the disadvantage s of game -based
i i i i i i i i i
4. Board Game i
A Board Game is a game that has spe cific rule s on the board. Board game i i i i i i
me ans Board game has manage d to make the stude nts’ atte ntion span
i i i i i i i
attracte d the stude nts’ atte ntion until the class e nde d and made the m more
i i i i i i i i i i
game has many compone nts, such as square boards, thick cardboard, cards,
i i i
12
and eve n fabric. Playing board game s can he lp childre n hone the ir
i i i i i i i
proble m-solving skills so that in the future , childre n can think critically and
i i i i
unde rstand how to solve the ir proble ms. Playing board game s can he lp
i i i i i i
childre n hone the ir proble m-solving skills so that in the future , childre n can
i i i i i i i
think critically and unde rstand how to solve the ir issue s (Alvin Supandhi e t i i i i i
al., 2022).
5. Flashcards
e ithe r or both side s, use d in classroom instruction or unique study. According to Le wis
i i i i i i
(2015), flashcards have six be ne fits: ine xpe nsive , portable , e fficie nt, making le arning i i i i i i i i i i
more acce ssible , ve rsatile , and offering various study me thods. Flashcard is also
i i i i i i i
attractive , as many flashcards can be use d to te ach and improve E YL writing skills
i i i i i I
In this study, re searche rs chose board game s and digital flashcards as me dia for
i i i i i i
te aching and improving stude nts' ability to maste r grammar in e le me ntary school.
i i i i i i
Re se arche rs want to cre ate a le arning atmosphe re that is not boring through e xpe rie nce
i i i i i i i i i i i i
by playing, not just re ading books and answe ring workshe e ts all the time . i i i i i i
Various e xpe rime ntal re search works have be e n carrie d out in the Departme nt
i i i i i i i i i i i i
of E nglish language te aching. The re search carrie d out in the De partme nt has be e n
I i i i i i i i i i i i
re vie we d as follows:
i i i
was conducte d by (Ari Satria, 2020) (graduate d from the Polite knik Ne ge ri
i i i i i i
Be ngkalis) with the title “The Use of Fix the Mistake Game Book to Improve
i i i i i i i i i
13
Stude nts’ Grammar Maste ry” The obje ctive of the re se arch was to improve
i i i i i i i i i
stude nts’ grammar maste ry. The diffe re nce be twe e n this re se arch and the re search
i i i i i i i i i i i i i i
conducte d by Ari Satria and the re search of re se arche rs on the subje ct of his
i i i i i i i i i
re se arch. The re se arch was carrie d out among first-ye ar students of MTSM
i i i i i i i i
Pe nyasawan. The similarity of this study is that we use a type of re se arch, name ly
i i i i i i i i
Classroom Action Re search (CAR). The diffe re nce in this study is the instrume nt. i i i i i i i i
This study use s que stionnaire s and inte rvie ws. The study's findings we re only i i i i i i i i
marginally be tte r. It is possible to conclude that the Fix the Mistake Game Book i i i i i i i i
has prove n to be an e ffe ctive me thod of te aching and le arning grammar in the first
i i i i i i i i i
ye ar of MTSM Penyasawan.
i i
The se cond re search study was conducte d by (Ningsi e t al., 2020). The title of
i i i i i i i i
the re se arch is “The E ffe ctive ne ss of Me mory Trick Game in Te aching Grammar.”
i i i i I i i i i i i
re se arch aime d to de te rmine the e ffe ctive ne ss of the Me mory Tricks game in
i i i i i i i i i i i i i i
te aching grammar. The diffe re nce be twe e n the re se arch conducte d by Ningsi C,
i i i i i i i i i i i i
re se arch was e xpe rime ntal rese arch and the re se arche r use d Classroom Action
i i i i i i i i i i i i
Re se arch (CAR), but the de sign is the same that was use d pre -te st and post-te st
i i i i i i i i i i
significant diffe re nce be twe e n the grammar score s of stude nts taught by Me mory i i i i i i i i i i
Tricks and those le d by Ve rb Se arch. In othe r words, the Memory Tricks game is i i i i i i i i
The syste m for organizing the language is its grammar. We can use grammar to
i i i i i i
construct sente nce s, thoughts, and ide as. So te aching and le arning grammar are e ssential.
i i i i i i i i i
14
Grammar challe nge s come in many forms. The most difficult challe nge is whe n E nglish i i i i i i i I
subje cts are only localize d in some e le me ntary schools in Indone sia. In rece nt years, E nglish
i i i i i i i i i i i I
le ssons have be e n abolishe d in some public ele me ntary schools. The abolition of E nglish
i i i i i i i i i i I
subje cts in primary schools is in stark contrast to the phe nome non of the language
i i i i i i
acquisition proce ss, which e mphasize s the importance of language le arning at an e arly age . i i i i i i i i i
Base d on the de scription above , most stude nts in e le me ntary schools have difficulty
i i i i i i i i i
unde rstanding E nglish mate rial. Due to the lack of E nglish vocabulary, the y do not know
i I i i i I i
how to form se nte nce s corre ctly. Although in Indone sia, E nglish is still cate gorize d as a i i i i i I i i
fore ign language , the position of E nglish is significant and urge nt to be come a global playe r.
i i i I i i i i
The re fore , te aching and le arning E nglish grammar must be planne d and supe rvise d
i i i i i I i i i i
appropriate ly, espe cially for young le arne rs. It also include s the four most critical skills in
i i i i i i i
maste ring E nglish: speaking, liste ning, spe aking, and writing for young le arne rs.
i I i i i i i
Re garding the proble ms ide ntifie d by re se arche rs in one of the schools whe re
i i i i i i i i i i i i
re se arche rs have worke d the re as a te ache r, Game s-Base d Le arning is a me thod of solving
i i i i i i i i i i i i i
proble ms and improving the grammatical gain of young le arne rs. This me thod is conside re d
i i i i i i i
the be st for de ve loping inte raction and skills in E nglish language le arning for all circle s,
i i i i i I i i i
e spe cially young le arne rs. Game -Based Le arning is well pre pare d and imple me nte d
i i i i i i i i i i i i i
according to the le arning plan, which can solve the above proble ms (Abdul Jabbar & Felicia, i i i i i i i
2015) Be cause stude nts have to work on grammar assignme nts active ly and in groups,
i i i i i i
Game -Base d Le arning he lps the m improve the ir grammar skills. As a re sult, stude nts have
i i i i i i i i i i
many opportunitie s to share the ir ide as and improve the ir ability to cre ate and organize the m. i i i i i i i i i i
In addition, stude nts are at the ce nte r of le arning grammar and de ve loping vocabulary and i i i i i i i i
skills.
Se ve ral studie s have shown that play-base d le arning promote s e ngaging, active
i i i i i i i i i
le arning proce sses improve s stude nts' cognitive pe rformance whe n le arning grammar, and
i i i i i i i i i i
15
significantly impacts stude nt motivation. This will e nhance skills and incre ase stude nts'
i i i i i i
A. Action Hypothesis i
The action hypothe sis in this study is that the re is a significant diffe re nce
i i i i i i i
16
CHAPTER III
RESEARCH METHOD
This chapte r e xplains the re se arch me thods carrie d out in this study. The sections
i i i i i i i i i
de scribe d include re search settings, re search subje cts, re search instrume nts, data colle ction
i i i i i i i i i i i i i
te chnique s, data analysis te chnique s, re search proce dure s, and indicators of succe ss.
i i i i i i i i i
A. Re search Setting i i i
This re search applie s the principle of Action Re search. This study aime d to me asure
i i i i i i i i i i
the grammatical ability of Fifth-grade stude nts in ele me ntary schools. How Game -Base d
i i i i i i i i
Le arning improve s le arning practice s in e le me ntary schools. This re search was conducte d in
i i i i i i i i i i
the first seme ste r of the 2022/2023 acade mic year at SD Muhammadiyah Nitikan. The
i i i i i i i i
school has five buildings locate d in five diffe re nt are as. The ce ntral location of this school is
i i i i i i i i
Yogyakarta, Dae rah Istime wa Yogyakarta 55162. The site of the school for grade 5 i i i i i i
e le me ntary school is on campus 3, Jalan Sulthonain No.464. This school has many high
i i i
achie ve me nts in acade mic and non-acade mic compe titions. Many facilitie s are e quippe d at
i i i i i i i i i i
grade s 1 to 6, the principal's office , the te ache r's office , the laboratory, the library, and
i i i i i i i i i
various rooms conducive to an ide al te aching and le arning proce ss. In fifth-grade E nglish i i i i i i I
le ssons, e ach class has 2x35 time s in one wee k. SD Muhammadiyah Nitikan re lie s on
i i i i i i i i
E nglish le ssons without supporting programs such as the E nglish club or e xtra E nglish class
I i i I i I
This rese arch was de signe d in this school since the re se arche rs pre viously taught e xtra
i i i i i i i i i i i
E nglish classe s and carrie d out Practicum in TE YL activitie s; howe ve r, whe n te aching
I i i I i i i i i
E nglish, various proble ms are found in schools, espe cially in students' maste ry of grammar.
I i i i i i i
17
B. Re search Subje ct
i i i
The subje cts of this study we re 5th-grade stude nts of SD Muhammadiyah Nitikan,
i i i i i i
which consists of four classe s. E ach class consists of 30 stude nts. The re searche r chose the i I i i i i i i i
stude nts of SD Muhammadiyah Nitikan be cause the school was conside re d to nee d
i i i i i i i i
improve me nts and change s in te aching grammar. The subje cts of this study we re all stude nts
i i i i i i i i i
from VA and VB class who had be e n sugge ste d by the E nglish te ache r at the school to the i i i i i I i i i i
re se arche r. The re se arche r collaborate d with an E nglish te ache r and took two classe s to be
i i i i i i i i I i i i i
obse rve d.
i i
C. Re search Instrument
i i i
Two kinds of instrume nts we re use d to gathe r data for this re search. i i i i i i i
1. Observation She e t i i i
In this re search, the re searche r would obse rve and make a diary while the i i i i i i i i i i i
obse rve r would make fie ld note s of all activitie s done in te aching and le arning
i i i i i i i i i
grammar maste ry through Board Game s and Flashcards. In doing the obse rvation, the i i i i i
re se arche r was he lpe d by the te ache r. The function of the collaborator he re was to
i i i i i i i i i i i i
obse rve , e valuate and give sugge stions about imple me nting the board game s and
i i i i i i i i i i
flashcards. The re searche r use d the obse rvation she e t that had be e n pre pare d. i i i i i i i i i i i i i
2. Te st i
compe te nce in a spe cific topic (Adom e t al., 2020) The re we re pre -te st and post-te st
i i i i i i i i i i i i
we re use d to colle ct the data. The re se arche r chooses this te st be cause the re are some
i i i i i i i i i i i i i i i i i
advantage s. The pre -te st and post-te st grammar score s will be asse sse d by comparing
i i i i i i i i i
the me an of e ach te st to se e whe the r stude nts' grammar maste ry improve s. The pre -
i i i i i i i i i i i i i
te st is inte nde d to se e how stude nts' abilitie s re sult before using Board game s and
i i i i i i i i i i i
18
stude nts' liste ning ability afte r using Board game s and digital flashcards in le arning.
i i i i i
The pre -te st/post-te st de sign is a critical asse ssme nt tool that he lps dire ct and
i i i i i i i i i
practical e valuation of le arning to improve stude nt's E nglish language skills (Rabail
i i i i I i
Alam, 2019). The te st is inte nde d to me asure stude nts' unde rstanding of grammar i i i i i i i i
The re are two type s of data in this study: quantitative and qualitative . The re sults of
i i i i i i i i
the stude nts' pre -te st and post-te st asse ssme nts we re use d to repre se nt quantitative data. All
i i i i i i i i i i i i i i
information colle cte d during the activity, or what happe ne d whe n the GBL was i i i i i i i
1. Quantitative Data i
as we ll as activity she e ts that the te ache r has pre pare d, and also the re sults from
i i i i i i i i i i
the workshee ts that stude nts have worke d on to find out how far whe re is the
i i i i i i i i i
output of stude nts for the input give n during the proce ss le arn how to te ach. It i i i i i i i
could be de monstrate d whe n stude nts passe d the te st, fe lt at e ase, and e njoye di i i i i i i i i i i i i
le arning in the classroom. Afte r colle cting the data, the re searche r analyze d the
i i i i i i i i i i i
te st re sults by calculating the pre -te st and post-te st me an. The re searche r use d it
i i i i i i i i i i i i
to de te rmine whe the r the re was a diffe re nce in stude nts' grammar maste ry be fore
i i i i i i i i i i i i i i
2. Qualitative Data i
Re se arche rs obtaine d qualitative data using obse rvation, fie ld note s, proce ss
i i i i i i i i i
re cording te aching and le arning activitie s in class, and inte rvie ws with the
i i i i i i i
te ache r. i i
19
E. Data Analysis Te chnique s i i
To analyze quantitative data, re se arche rs will conduct se ve ral asse ssme nts of
i i i i i i i i i
stude nts' work on pre pare d workshee ts. Once a student's score is obtaine d, the re searche r
i i i i i i i i i i i i i
the n se arche s for the ave rage score of all scores by using the following formula:
i i i i i i i i i
X
X=
Ν
In which:
X total score i
N sample total i
(Sudjana, 2002:67)
Afte r finding the ave rage of all stude nt score s, the re sults will be infe rre d based on
i i i i i i i i i i i i
Tingkat Predicate
i i
Penguasaan
i
66-79 Baik
56-65 Cukup
40-55 Kurang
30-39 Gagal
(Arikunto, 2002:245)
According to Ke mmis and McTaggart (in Burns, 2010:8), class action re search involve s
i i i i
four major stage s in the re search circle ; (1) planning, (2) action, (3) obse rvation, and (4)
i i i i i i
re fle ction. The first stage is a continuous spiral stage that can be re pe ate d and re pe ate d until
i i i i i i i i i i i i
20
the re se arche r can achie ve satisfactory re sults and fee ls it is time to stop. The mode l of class
i i i i i i i i i i i i
Figure 2. The Cycle Action Re se arch Model Base d on Ke mmis & McTaggart (Carr
i i i i i i i i
1. Planning
In this phase, the re se arche r plans all the activitie s in the ne xt ste p (action).
i i i i i i i i i i
Re se arche rs also pre pare all mate rials and instrume nts that will be use d to colle ct
i i i i i i i i i i
data. Two topics will be discusse d in me e tings with grade 5 stude nts. The topics are i i i i i i i i
'WH-Que stion.' Re se arche rs must make se ve ral pre parations be fore carrying out e ach
i i i i i i i i i i i
cycle . i
2. Pre paring mate rial for te aching and le arning activitie s in the form of game -
i i i i i i i
21
2. Action
Re se arche rs share d pre -te st workshe e ts to se e stude nts' abilitie s be fore game -based
i i i i i i i i i i i i i i i i
le arning. The te ache r give s 15 minute s with te n que stions at an acce ssible le ve l.
i i i i i i i i i i i i
2. Te ach grammar imple me ntation by using the board game and flashcards.
i i i i i
a. Board Game i
The board game starte d with introducing the rule s and re gulations of game s to
i i i i i i i
e nsure the stude nts know the rule s that would le ad to be tte r use of the board
i i i i i i i i i i i
game s. The conce pt of playing the board game is similar to playing the “snake
i i i i i i i
and ladde r” game . The diffe re nce is that snake and ladde r use numbe rs while
i i i i i i i i i i i
this board game use s answe rs to que stions that must be supple me nte d with WH- i i i i i i i i
Que stions. The re will be 4-5 playe rs in this game . The first playe r rolls the dice
i i i i i i i i i i
and move s the dice according to the numbe r of numbe rs on the dice . For i i i i i i i i
e xample , if the numbe r is 5, the first playe r must ste p forward five square s in a
i i i i i i i i i
board game . The n the first playe r must find out what a que stion is. If he i i i i i i
succe e ds, the n he ge ts 1 point from his group. If the re is a wrong playe r, it is
i i i i i i i i
imme diate ly re place d by the ne xt group, and the group that first re ache s the
i i i i i i i i i i
b. Flashcards
The Flashcard provide d a total of 34 cards for WH-Que stion E xe rcise s. The card
i i i I i i i
has the answe r to the que stion that the y must make . Suppose the y ask the
i i i i i i i i i
corre ct que stion so that the y will ge t the point. This game also will have 4-5
i i i i i i i
22
playe rs to play. For the group that re ce ive s the most points, it be come s the
i i i i i i i i i
winne r. i
3. Give occasion to the stude nts to ask about difficultie s or proble ms.
i i i i i
4. Ask the stude nts some que stions and the stude nts have to answe r re late d to the
i i i i i i i i i i i
mate rial. i
5. Give post-te st i i
3. Obse rvation i
This ste p is during the class for achie ving this study to analyze or obse rve the
i i i i i i i
E nglish te aching and le arning proce ss, espe cially grammar maste ry. The re se arche r
I i i i i i i i i i i
and the E nglish te ache r will discuss the issue s discove re d during the obse rvation.
i I i i i i i i i i
Proble ms will be ide ntifie d base d on comme nts and discussions that apply to the
i i i i i i i
re se arch.
i i
4. Re fle ction i i
This stage is inte nde d to thoroughly re vie w the actions that have be e n take n
i i i i i i i i i i
base d on the data that has be e n colle cte d and the n e valuate the m to pe rfe ct the
i i i i i i i i i i i i i
subseque nt actions (Ale k, 2016). If the re sults of the action are not achie ve d in cycle
i i i i i i i i i i
I, the re se arche r conducts the ne xt cycle using the data from cycle I. Re garding the
i i i i i i i i i i i
post-te st one score and obse rvation she e t from cycle I, seve ral issues ne e d to be
i i i i i i i i i i i i i
23
re visite d to be re fle cte d in the ne xt cycle . As a re sult, this re se arch re quire s the ne xt
i i i i i i i i i i i i i i i i
cycle , cycle II. The imple me ntation of cycle II is the same as the imple me ntation in
i i i i i i i i i i i
cycle I. In cycle II, te sts and obse rvation are also applie d. This will be se e n more
i i i i i i i i i i
G. Indicator of Succe ss i
Succe ss indicators are re quire d to de te rmine the e ffe ct of a proce ss and its le arning
i i i i i i i i i i i i
re sults. It is e vide nt in this case from the succe ss or failure of the GBL approach in te aching
i i i i i i i i i
grammar. Stude nts are conside re d succe ssful in this study if 75% achie ve a score of 80 or
i i i i i i i i
24
RE FE RE NCE S I I I I
Abdul Jabbar, A. I., & Fe licia, P. (2015). Game play E ngage me nt and Le arning in Game -Based i i I i i i i i
https://doi.org/10.3102/0034654315577210
Adom, D., Adu-Mensah, J., & Dake , D. A. (2020). Te st, me asure me nt, and e valuation: i i i i i i i
Unde rstanding and use of the conce pts in e ducation. Inte rnational Journal of E valuation and
i i i i i i I
Albaniyah. (2016). Bingo game : hidde n tre asure among he ap of woods (the e ffe ctivity of a game i i i i i i i i i
in improving students’ vocabulary maste ry). Journal of Applie d Studie s in Language, 3(1). i i i i i
https://doi.org/10.31940/jasl.v3i1.1159
Ale k. (2016). Classroom action re search dalam pe ndidikan bahasa: Te ori, disain, dan Praktik.
i i i i i
Alvin Supandhi, M. M., De ge ng, P. D. D., & Isnaini, H. (2022). De ve loping Board Game to i i i i i
Improve Stude nts’ Grammar Maste ry of The E le ve n Grade Stude nts of SMKN 4 Malang.
i i i i I i i i i
Ari Satria. (2020). THE USE OF FIX THE MISTAKE GAME BOOK TO IMPROVE I I I I I I
https://doi.org/https://doi.org/10.35314/inovish.v5i1.1346
Bado, N., & Franklin, T. (2014). Coope rative Game -based Le arning in the E nglish as a Fore ign i i i i i i I i
https://doi.org/10.2458/azu_ite t_v2i2_bado i
Bhuiyan, T., & Mahmud, I. (2015). Digital game -base d e ducation: A me ta analysis. Inte rnational i i i i i
Confe re nce of Inclusive Innovation and Innovative Manage ment (ICIIIM 2015), Thailand,
i i i i i i i
134–140.
Carr & Kemmis. (1986). An action rese arch approach to curriculum de ve lopme nt.
i i i i i i
da Maaliah, & Muhyiddin Aziz. (2018). THE IMPLE ME NTATION OF E GRA TE CHNIQUE I I I I I I
TO IMPROVE THE STUDE NTS’ GRAMMAR MASTE RY. Humaniora Scie ntia: Online I I I I i i
E ltahir, M., Alsalhi, N. R., Al-Qatawne h, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of
I i i
game -based le arning (GBL) on stude nts’ motivation, engage me nt and acade mic pe rformance
i i i i i i i i i i
activitie s and stude nts’ pe rce ption. JE E LS (Journal of E nglish E ducation and Linguistics
i i i i I I I I
Ghazy, A., Wajdi, M., Sada, C., & Ikhsanudin, I. (2021). The use of game -based le arning in i i i i i
https://doi.org/10.31940/jasl.v5i1.2400
Kusumawardhani, P. (2020). THE USE OF FLASHCARDS FOR TE ACHING WRITING TO I I I
Lawre nce , A. J., & Lawre nce , A. S. (2013). Attitude of Stude nt Te ache rs towards Using
i i i i i i i i
Lin, Y.-H., & Hou, H.-T. (2016). E xploring young childre n’s pe rformance on and acce ptance of I i i i i i
an educational sce nario-base d digital game for te aching route -planning strate gie s: a case
i i i i i i i i i
25
Mao, W., Cui, Y., Chiu, M. M., & Le i, H. (2022). E ffe cts of Game -Based Le arning on Stude nts’ i I i i i i i
1682–1708. https://doi.org/10.1177/07356331211007098
Ne lvia Ibrahim. (2016). Game s For Te aching Grammar To Young Le arne rs. IJIE LT, Vol. 2(1).
i i i i i I
Ningsi, C., Suadiyatno, T., & Sandiarsa S., K. D. (2020). THE E FFE CTIVE NE SS OF ME MORY I I I I I I
Te aching) Fakultas Pe ndidikan Bahasa & Seni Prodi Pe ndidikan Bahasa Inggris IKIP, 4(2),
i i i i
Paris, T. N. S. T. D., & Yussof, R. L. (2013). Use of ‘Time Trap Board Game ’ to Te ach Grammar. i i i i
https://doi.org/10.1016/j.sbspro.2013.11.042
Pinte r, A. (2017). Teaching young language le arne rs. Oxford Unive rsity Pre ss.
i i i i i i i
Pohl, M., Re ste r, M., & Judmaie r, P. (2009). Inte ractive Game Base d Learning: Advantage s and
i i i i i i i i i
Putra, R., Astuti, I. F., & Harsa, A. (2014). 43-48 Rionaldo Putra 0907055029 Pe mbe lajaran i i
Issue 3). i
Rabail Alam, T. G. M. (2019). Comparative Analysis Betwe e n Pre -te st/Post-te st Mode l and Post- i i i i i i i i
te st-only Mode l in Achie ving the Le arning Outcome s. Pakistan Journal of Ophthalmology,
i i i i i i
35(1). https://doi.org/10.36351/pjo.v35i1.855
Saputra, A. D., Se ptiani, L., Adriani, R., & Sundari, H. (2021). Game -Base d E nglish Le arning for
i i i I i
Young Le arne rs: A Syste matic Re vie w. JE du: Journal of E nglish E ducation, 1(3), 109–122.
i i i i i I I I
https://doi.org/10.30998/je du.v1i3.4752 i
Se kolah Dasar Indone sia. DIDAKTIKA TAUHIDI: Jurnal Pe ndidikan Guru Sekolah Dasar,
i i i i
Utami, C. P., & Anggani L. Bharati, D. (2020). Te ache rsâ€TM Perce ptions, Planning, and i i i i
https://doi.org/10.15294/e e j.v10i1.36574 i i
26
APPE NDIX
I
CYCLE 1 & 2
I
Appe ndix 7: Stude nt's Score (pre -te st and post-te st)
i i i i i i
27
CYCLE 1I
28
Appendix 2: Board Game Sheet
29
Appendix 3: Digital Flashcard
30
Appendix 4: Post Test
1)… did you eat? I ate banana
a). what c.) how much 9)… has Faradilla been here? Three hours
b). why d.) where a.) How are c.) How long
2)… did you see? I saw a cat b.) How does d.) How much
a.)what c.) how much 10)… do you live? I live in Tarakan
b.)why d.) where a.)what c.) how much
3)… cat does she have? She has two cats b.)why d.) where
a.)what c.) how many 11)… is to Samarinda from Tarakan?
Maybe, 200 kilometers
b.)why d.) how much
a.) How many c.) How far
4)… are they? They are fifty years old
b.) How do d.) How much
a.)what c.) how much
12)… comes to visit Rahma? Abdullah and
b.)why d.) how old Ali
5)… countries did you visit? Morocco and a.)what c.) who
Japan
b.)why d.) where
a.) How are c.) How long
b.) How does d.) How much
6)… he need? He needs a money b.) what’s time d.) when time
a.)what does c.) how much
b.)why does d.) what will a.) what time c.) what will
7)… indana doing? Indana is selling toys b.) what’s time d.) when time
a.)what does c.) how does
b.)what is d.) what will
8)… did he come? He came eight o’clock
morning
a.) what time c.) what will
31
Appendix 5: Observation Sheet
Class:
Time:
The problem:
32
Appendix 6: Students Attendance list
Nama Keterangan
Dst…
33
Appendix 7: Student's Score (pre-test and post-test)
NO Name Score
Pre-test Post Test
1
2
3
4
5
6
7
Students Worksheet Score
Ect…
34
Appendix 8: Documentation
35