Professional Documents
Culture Documents
Submitted to Magister of English Department Study Program Sekolah Tinggi Keguruan dan Ilmu Pendidikan
(STKIP) in Partial Fulfillment of Requirements for the Degree of Sarjana Pendidikan (S.Pd)
A THESIS
By
ALWI MUSTHOFA
NPM. 1902030002
By increasing the practice it is also easier to master vocabulary. Many students today are
still lacking in vocabulary mastery because of the rare factor of practicing English on a
daily basis. Not even a few students who do not know the names of animals, family
members, or basic vocabulary in English. This study aims to determine the effect of the
use of digital game media on the vocabulary mastery of grade 5 students at SDIT
HAMAS Stabat. The use of this digital game functions as a tool or media that can assist
research was conducted at SDIT HAMAS Stabat. The results of data analysis showed that
there was an increase in students' vocabulary mastery through the use of digital games.
The students made good reactions or responses in each treatment. From the results of data
analysis, after treatment, students can get results with 1 student able to get a score of 46
with a frequency of 5%, 8 students able to get a score of 53-62 with a frequency of 40%,
10 students able to get a score of 77-85 with a frequency of 50% , and 1 student was able
increases with the use of digital games. Digital games can improve students' mastery of
English vocabulary in four aspects: meaning, spelling, pronunciation, and word usage.
iii
ABSTRAK
Praktik komunikasi dengan bahasa inggris masih kurang pada siswa saat ini.
Padahal salah satu cara agar lebih cepat dalam penguasaan bahasa inggris adalah
dengan mempraktekkannya dalam komunikasi. Dengan memperbanyak praktek juga
lebih memudahkan dalam penguasaan kosakata. Banyak siswa saat ini yang masih
kurang dalam penguasaan kosakata karna faktor jarang memperaktekkan bhasa
inggris dalam sehari-hari. Bahkan tidak sedikit siswa yang tidak mengetahui nama-
nama hewan, anggota keluarga, atau kosa-kata dasar dalam bahasa inggris. Penelitian
ini bertujuan untuk mengetahui pengaruh penggunaan media game digital terhadap
penguasaan kosakata siswa kelas 5 SDIT HAMAS Stabat. Penggunaan Game Digital
ini berfungsi sebagai alat atau media yang dapat membantu guru dalam mengajarkan
penguasaan kosakata pada siswa. Dengan jumlah siswa sebanyak 20 orang, penelitian
ini dilakukan di SDIT HAMAS Stabat. Hasil analisis data menunjukkan terdapat
peningkatan penguasaan kosakata siswa melalui penggunaan Game Digital. Para
siswa membuat reaksi atau respon yang baik di setiap perlakuan. Dari hasil analisis
data, Setelah dilakukan treatment, siswa dapat memperoleh hasil dengan 1 siswa
mampu memperoleh skor 46 dengan frekuensi 5%, 8 siswa mampu memperoleh skor
53–62 dengan frekuensi 40%, 10 siswa mampu memperoleh skor 77-85 dengan
frekuensi 50%, dan 1 siswa mampu memperoleh nilai 92 dengan frekuensi 5%.
Kesimpulannya, penguasaan kosakata siswa meningkat dengan Penggunaan Game
Digital. Game Digital dapat meningkatkan penguasaan kosakata bahasa Inggris siswa
dalam empat aspek: makna, ejaan, pengucapan, dan penggunaan kata.
i
ACKNOWLEDGEMENTS
Bismillahirahmanirrohim
In the name of Allah, Lord of the worlds. The Most Gracious and Most
Merciful, All praise belongs to Allah SWT. With His guidance and blessing, the
researcher has completed a final research paper as an academic requirement to
complete a bachelor's degree. Then, may blessings and greetings always be offered to
the last Messenger of Allah, Prophet Muhammad Shalallaahu Alahi Wassalaam who
has inspired and enlightened many people around the world. The researcher also
composed gratitude to my parents Adi Siswanto (Father) and the late. Nila Wati
(Mother) who has sacrificed everything to make ends meet during college. The
researcher realizes that this final project paper is still far from being perfect and
flawless. Constructive criticism and suggestions are needed to improve this paper.
Researchers would like to show their gratitude to all loved ones who have
encouraged, motivated and even assisted researchers in completing this research.
They :
1. Mr. Fernando De Napoli Marpaung, S.S,.M.Pd, as the first advisor and Mr.
Donny Adiatmana Ginting, S.Pd., M.S, , as the second advis or who has patiently
directed, supported, and advised the writer to finish this thesis well.
2. Rector of STKIP Al-Maksum Langkat, Dr. Muhammad Sadri, MM, who have
provided the time and opportunity for the writer to gain valuable knowledge and
4. All of the lectures and academic cavities of STKIP Al-Maksum Langkat , who
provided so much knowledge and helped when I studied at this beloved institute.
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5. Headmaster, English teacher and students of MTs.S Al-Ikhlas Pangkalan Susu
6. My beloved parents, M. Sabrik and Zulfarida, who have provided moral and
financial support, have shown me how to be patient and resilient. They also give
lots of prayers, support, advice, motivation and love, without them the writer
7. My beloved brother, Febrian Ramadani and My beloved Sister, Tasya Tri Alifia,
8. All of the people who have helped me to finish my study that i cannot mention
one by one.
Finally, the writer realizes that this thesis is still far from being perfect.
Therefore, the authors really appreciate input and suggestions to strengthen this
thesis. Hopefully this thesis can be useful for further research and useful for readers.
Alwi Musthofa
iii
NPM. 1902030002
MOTTO
“The wind does not blow to shake the trees, but tests the strength of the roots.”
“Success is a bad teacher. Success seduces determined people into thinking they
cannot fail.”
(Bill Gates)
“We are all agents of change, good or bad our future determines. So now go out and
change the world”
(Writer)
iv
TABLE OF CONTENT
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CHAPTER I
INTRODUCTION
A. Backgound Of Study
Technology and human’s life have been two inseparable elements in the
technology has played a significant role in this modern era as teaching medium or
practice has been originated since decades ago (Stern, 1983). In language teaching
Great Britain. Nowadays, where language learning sources are only a click away,
technology (mainly the internet) has turn to become a powerful learning tool
(Ovilia, 2018). Many researchers have conducted studies to prove how technology
advances in technology, it will ease everything you want to do, including learning.
1
the researcher wants to apply technology in the form of Digital Game media to
(Derakhshan & Khatir, 2015). One among the other components of a language is
used to the human in the language (Derakhshan & Khatir, 2015). As a matter of
fact, it contains the words that someone knows or uses or all the words in a
to master English.
element in mastering the four English skills. Vocabulary is one of the most
Vocabulary will be the first thing to develop language skill (Wilkin in Panjaitan,
2021). Brown and Lee provides a brief history of English vocabulary teaching in
some different periods. They highlight that traditional language teaching methods
written, and oral drills. However, as the emphasis of language learning shifted to
natural and authentic classroom activities, space for vocabulary learning has been
2
decreased. Teachers, as they took role more as facilitators in the classroom, rarely
2018)
Teaching materials and the methods used by the teacher are important
factors in the success of teaching vocabulary. It's crucial for teachers to carefully
multimedia tools can all be valuable resources for teaching vocabulary. Using a
variety of materials helps cater to different learning styles and keeps students
Relying solely on translation can hinder students' ability to think in the target
language and can limit their vocabulary usage. Instead, teachers should
aids, word associations, word families, and authentic language use. Additionally,
students' lives. To counter this, teachers can make vocabulary lessons more
3
Creating a supportive and interactive classroom environment encourages student
aspect. In general, the big problems that the students face in English are the lack
of vocabulary, and pronouncing correctly even to arrange the word into good
sentence. So, it is the teacher’s duty to help thm. We know that the teachers
should have the unique or more interesting technique and method that make the
study, researchers used digital game media in the form of the Duolingo
and Severin Hacker with a play method so it is very suitable for children. This
game method is also very easy and childish, because English students will be
taught to recognize objects or words in English with pictures and repeat the word
continuously. This is of course very useful for students to increase their English
vocabulary.
Therefore, using digital game media that the researcher conveys can be an
effective vocabulary learning strategy and is able to increase mastery and add to
English vocabulary quickly, easily and fun. Accordingly, the researcher would
like to make a research about the effect of using digital games to improve
4
B. Identification of the Problem
Based on the background of the problems that have been stated, the
well, beneficial and some of them use that smartphone only for pleasure
research on improving student’s vocabulary using digital games strategy for fifthh
identification of the problems and the focus of the study, the problem is
Stabat?”.
5
E. Significance Of The Study
practically. Theoretically this research findings can enrich the theory of teaching
vocabulary and practically this research finding will bring some benefits as
follows :
4. For researchers, the results of this study are expected to broaden new
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CHAPTER IV
grade students' mastery of English vocabulary through pre-test and post-test. The
data collected in this study were from the pre-test and post-test of English
subjects. This section will discuss the research data that researchers obtained on
the field. The data to be explained is data of SDIT HAMAS Stabat students'
1. Research Action
This research was conducted on Thursday, January 9, 2023, this was done to
find out the mastery of English vocabulary of fifth grade students through pre-test
and post test. The data collected in this study are data obtained from pre-test and
a. Preparation
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b. Action
The researcher started the lesson with prayer. After that, the researcher greeted
and introduced herself first to the students. Then the researcher gave an
The researcher started the English lesson by asking the student to say
alphabet. Some students were able to follow along, most were only partially
memorized, and some were completely silent and uninterested in learning. The
Indonesian. Some words, such as "good" and "bad," can be correctly answered
familiar to the students and the vocabulary is short, so the vocabulary is easily
remembered by the students. The researcher noticed that students did not dare
Based on Pre-test and post-Test that have been stated, the scores related to
Post-
Description Pre-Test
Test
8
Deviation 9
Maximum 62 92
Minimum 31 46
Modus 46 62
Median 46 77
The statistical calculation table above, as well as the results of the data
analysis above, show the vocabulary mastery scores of students in class V. The
highest score in the pre-test was 62, obtained by two students, and the highest
score in the post-test was 92, obtained by one students. The lowest score of the
pre-test was 31, obtained by three students, and the lowest score of the post-test
was 46, obtained by one student. In the following table, the frequency of scores is
shown.
The researcher discussed the results of the pre-test and post-test using SPSS
overview of the values before treatment and after treatment and to see the
improvement of each student. Before treatment with 6 students scored 34-38 with
10%.
After the treatment, students can get results with 1 student able to get scores
46 with a frequency of 5%, 8 students able to get 53–62 scores with a frequency
of 40%, 10 studenst able to get 77-85 scores with a frequenscy 50%, and 1
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B. The analysis of the data
Based on the data description, the researcher calculated statistics to test the
class V test results. The t-test can be employed if the data distribution for the class
is normal and the class is homogeneous. The data was evaluated by comparing the
1. Normality Test
Class V Shapiro-Wilk
.907 20 .056
on these data, if the significance value (sig) > 0.05, it can be concluded that the
research data is normal. It can be seen from the table above that the V class pre-
2. Homogenity Test
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Table 4 2 Test of Homogeneity of Variance
Levene
df1 df2 Sig.
Statistic
8.368 1 38 .006
If the significance value (sig) based on the mean is higher than 0.05 in the
homogeneity test, the data is homogeneous. Based on the data in the table
above, it can be concluded that the data is homogeneous since the data value is
To find out whether there is a difference between the use of Digital Game
the t-test. To calculate data statistically, researchers used SPSS. The results of the
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results
Based on the hypothesis that has been explained in Chapter II, namely:
criteria. As can be seen from the table above, the significance value obtained is
0.00, a value below the significance level (0.01 and 0.00 0.05). As a result, it can
C. Discussion
HAMAS Stabat by using data analysis. Based on the research, the learning
process is divided into several stages. Before using Duolingo Aplication, students
are given a pre-test to determine the quality of vocabulary mastery. Students will
Finally, students take the post-test to see if Digital Game by Duolingo affects the
12
Based on the results of the vocabulary test conducted by the researcher, the
students' post-test scores after being taught using Duolingo were students scored
higher (more than 75) and 9 students scored lower (below 75). After the
treatment, the students had a significant increase due to Digital Game with
Duolingo, and also this data was carried out with a T-test to determine whether
there was an effect of Digital Game with Duolingo on student vocabulary. The
results showed that some students find it difficult to learn English because it is
difficult to learn and not interesting to learn because of the high level of difficulty
and does not interest them, and they only want to learn English when there is a
need.
The results of the study, using digital game with Duolingo can motivate
students in learning vocabulary mastery; students are more active and interested in
learning because they were forced to interact with their friends, and the maximum
use of time in the discussion process makes students more excited and strive to get
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CHAPTER V
A. CONCLUSIONS
From February 2023 to March 2023, all stages of action research have been
Digital Game with Duolingo can improve students' mastery of English vocabulary
in four aspects: meaning, spelling, pronunciation, and word usage. The most
were more active and enjoyed the learning activities during the implementation of
the activities. Students took an active role in the learning activities. Before the
start of the activity, the students appeared uninterested in English and were afraid
of English lessons because they felt difficult and therefore naturally unmotivated
to learn English. As a result, they talked with their friends, didn't pay attention,
and generally didn't do anything else. They naturally ignored the teacher's
explanation. They look to be listening, but they are not. They are indeed afraid to
make mistakes. They are shy and afraid to do board exercises. Most of them only
know the meaning of the terms when it comes to vocabulary. The use of Digital
Game with Duolingo making students more active because suitable with them.
Students develop more knowledge and skills when learning new vocabulary,
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B. SUGGESTION
Based on the fact, Digital Game with Duolingo is effective for students'
address the four aspects of vocabulary mastery based on the interests of the
students.
b. Teachers offer appropriate role models to students for each aspect. The four
2. For students
a. The teaching and learning process should involve students. The results won't
be maximized if they are passive. Being active is necessary because it's one
15
appropriate techniques to be applied to solve the issue, the researcher must
16
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