Abstrak


Improving vocabulary mastery through hangman game (An Action Research Study on the Fifth Grade of Elementary School Students at SD Negeri 1 Bangsri Wonogiri in the Academic Year 2011/2012)


Oleh :
Anita Novriana - K2208061 - Fak. KIP

This research aims at: (1) identifying whether Hangman game improves the students? vocabulary mastery, and (2) describing the class situation when Hangman game is implemented in the English class of the fifth grade of SD Negeri 1 Bangsri Wonogiri. The method used in this research was a Classroom Action Research (CAR). The research was conducted in two cycles at the fifth grade of SD Negeri 1 Bangsri Wonogiri from 29th March to 17th May 2012. The research data were collected by using techniques of observation, interview, notes/journals, documents, and tests (pre-test and post-test). The qualitative data were analyzed through assembling the data, coding the data, comparing the data, building interpretations, and reporting the outcomes. Meanwhile, the quantitative data were analyzed through descriptive statistic. The research findings show that the use of Hangman game could improve students? vocabulary mastery and class situation of English class. The improvement of students? vocabulary mastery includes: (1) students could easily identify the meaning of vocabularies; (2) students made fewer mistakes in spelling some vocabularies; (3) students were able to identify the proper word use; (4) students had fewer mispronunciations. The improvement of class situation includes: (1) the students made less noise during the lesson; (2) students looked enthusiastic during the lesson; (3) most of students were active during the class activities; (4) students could be controlled not to bother other friends during the lesson; (5) students voluntarily took notes of the lesson. Besides the two findings above, there are other findings as follows: (1) students could work either in group or individually; (2) students who were usually shy became more brave and active to express their answers.