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THE USE OF

HANGMAN’S GAME TO
IMPROVE STUDENT’S
VOCABULARY AT
SEVENTH GRADE OF
SMPN 1 PATI IN
ACADEMIC YEAR
2020/2021
Erlina Fatikha Handani / 201832026
TABLE OF CONTENTS
● CHAPTER 1 : INTRODUCTION
1) Background of the Research
2) Previous of the Research
3) Significance of the Research
4) Statement of the Problem
5) Objective of the Research
6) Scope of the Research
7) Operational Definition
● CHAPTER II : REVIEW OF RELATED LITERATURE AND HYPOTHESIS
1) Importance of vocabulary
2) Hangman’s game
3) Hypothesis
● CHAPTER III :METHOD OF THE RESEARCH
1) Research Design
2) Population and Sample
3) Data Collection
The Steps in Collecting the Data
Instrument of the Research
4) Data Analysis
INTRODUCTION
01
This chapter contains the explanation about the introduction
of the research that consist of Background of The Research,
Statement of the Problem, Objective of The Research,
Significance of The Research, Scope of The Research,
Operational Definition.
—Background of the
study

In Indonesia, English as a foreign language is taught in elementary, junior and senior high schools.
English material emphasizes more on language structure. Beside it, some students are lazy and less able to
speak English, this is due to the students' lack of vocabulary. Vocabulary has an important role in equipping
students to be able to communicate in English. To communicate well in a foreign language, students must
acquire a sufficient number of words and must know how to use them accurately.
In improving student achievement in the teaching and learning process, the role of the teacher is
very important. Teachers must use appropriate methods in the teaching and learning process that can make
it easier for students to acquire new vocabulary.
Games are a method that can make students feel happy in learning. There are many games that can
be used in the teaching and learning process. One type of the game is Hangman's Game. With Hangman's
Game, students can get new vocabulary and improve their vocabulary. Hangman games can increase
students' brains to remember new words. In addition, students will learn English by sharing with their
friends to complete the Hangman Game.
Statement of Significance of
the Problem the Research
Is using Hangman’s Game This study is expect to be
effective in improving benefical to:
vocabulary at seventh grade Student: in knowing and
of SMPN 1 Pati in academic improving vocabulary using
year 2020/2021? Hangman’s Game.
Other people : learn about
the ways to understand and
increasing knowledge in
Scope of the
Objective of the vocabulary. Research
To find out whether Hangman’s
Research Game can improve the
To identify is using vocabulary of the first year
Hangman’s Game effective students in SMPN 1 Pati in the
in improving vocabulary at academic year 2020/2021.
seventh grade of SMPN 1
Pati in academic year
2020/2021.
Operational
Definition
• Vocabulary

In general, vocabulary is word knowledge


that students have when they learn new
words in a foreign language.
● Hangman’s Game

Hangman is a paper and pencil


guessing game for two or more
players. One player thinks of a
word, phrase or sentence and the
other tries to guess it by suggesting
letters within a certain number of
guesses.
02
REVIEW OF
LITERATURE
This chapter contains the explaination about the literature
review which consists of:

Importance of Vocabulary and Hangman’s Game.


Importance of
Vocabulary Hangman’s Game
According to Lewis (in Paramita,
2012) states that the use of games is
Vocabulary is a core component of to attract students to learn English
language proficiency and provides because it is fun and makes them
much of the basis for how well students want to experiment, discover, and it
speak, listen and write (Richards & can be said with their environment.
Renandya,2002). Then vocabulary can With the game, it is hoped that
be said to be an important part in students will be happy and fun in
mastering the four English skills learning English. They will not feel
because all skills require vocabulary. bored and can learn English
Thornbury, (2002) says that a lack of effectively.
vocabulary knowledge prevent Hangman is a paper and pencil
understanding and language guessing game for two or more
production. Therefore, it is very players. A player judges a word,
important for English teachers not to phrase or sentence and the other
ignore teaching vocabulary in the guesses it by suggesting letters or
classroom and helping their students to numbers, within a certain number of
master vocabulary. guesses.
Review of Previous Researches &
Hypothesis
Hypothesis

Based on the theoretical


The first thesis entitled The second thesis entitled framework above, the
“IMPROVING STUDENTS’ “THE USE OF researcher determines
VOCABULARY MASTERY CROSSWORD PUZZLE TO the hypothesis that
THROUGH BINGO GAME IMPROVE VOCABULARY there is a significant
FOR GRADE X OF SMAN 4 MASTERY” a case study at correlation between
PURWOREJO IN THE the First Year Students of Hangman’s Game with
ACADEMIC YEAR OF MA Al Bidayah Candi the student vocabulary
2014/2015” a case study the Bandungan, by ZUNITA at seventh grade of
first semester students at WIDYASARI. SMPN 1 Pati in
SMAN 4 PURWOREJO, by academic year
Imas Febriyansyah. 2020/2021.
03
RESEARCH
METODOLOGY
This chapter contains the explanation about Research Design,
Population and Sample, Data Collection, Instrument of the
Research, and Data Analysis.
Research Population & Data
Design Sample Collection
The population in this study were all
The design used in this study is students of class VII SMPN 1 Pati in To collect the data, the
known as experimental research. the academic year 2014/2015. The researcher will
This means that researchers try to population of all seventh grade conduct several steps:
do experiments to prove the theory students was 254 students consisting
used. of 7 classes. Each class consists of 32 1. Asking permission to
This type of research focuses on of 30-36 students. the teacher of VII-C
treatment and outcomes. This The researcher only took two classes and VII-D.
experimental research was (VII C and VII D) as the research 2. Asking the students’
conducted at SMPN 1 Pati in class sample using random sampling score to the teacher of
VII students. There are two classes technique. First, the researcher has a VII-C and VII-D.
that are observed and this class is card with 7 class names (for example: 3. Giving the
referred to as the experimental and VIIA, VIIB, and so on), all cards are questionnaire to the
control group. The reason why the shuffled, then 2 cards are drawn students who are
researcher uses this design is to randomly regardless of what card. selected as the
measure the difference between the Finally, the card shows the names VII- sample.
two classes. C and VII-D, so the class is selected as 4. Collecting the result of
the sample. the questionnaire.
Instrument of the
research Data Analysis
The instruments used by researchers were After collecting all the tests, firstly
the Pre Test and Post Test. The initial test calculate the students' pre-test and
instrument is what is done to get data from post-test scores of the experimental
students.
Meanwhile, the post-test is the final step in
and control groups. Then, the scores
collecting data in both the experimental class of the experimental and control
and the control class. groups will be calculated. After
The object of the post test is to see the calculating the data and looking for
increase in students' vocabulary after the the answer, the researcher must see
treatment by the researcher. In the end, the the effectiveness of the Word
two tests will be analyzed to see the Hangman Game in learning
difference in scores. By analyzing the scores
with several formulas, it can be seen whether
vocabulary.
the Hangman Games are effective or not in
improving students' vocabulary.
Thank You

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