Improving students speaking proficiency using games
Penulis Utama
:
Dwi Nurul Fajariyah
NIM / NIP
:
K2204023
×Abstrak
This action research study is designed to improve students’ speaking
proficiency by implementing games. The aims of this research are: 1) to describe
whether or not and to what extent games improve speaking proficiency; 2) to
identify the situation when games are implemented in the speaking class.
The research is conducted from 3rd April to 8th May 2009. The subject of
the study is the students of class 8E of SMP Negeri 2 Baki, Sukoharjo. The
research is carried out in two cycles; each cycle consists of two classroom
meetings. Every cycle consist of a series of step. They are identifying the
problem, planning the action, implementing the action, observing the action,
reflecting the action and revising the plan. Data are collected through survey,
observation and interview. The observation was reflected in field notes, research
diary, audio-recording and photograph.
The researcher analyzed both qualitative data and quantitative data.
Qualitative data are analyzed by using constant comparative method that consist
of four steps namely comparing incidents applicable to each category, integrating
categories and their properties, delimiting the theory and writing the theory. The
quantitative data are analyzed by using descriptive statistic. Quantitative data,
which are collected by conducting pre test and post test, are analyzed to know the
improvement of students’ speaking proficiency. The mean score of pre-test is
4.08. This score improved to 5.31 in post-test 1 and even higher in post test 2 that
is 6.05. From the qualitative data, the researcher finds that the implementation of
games improve the students’ speaking proficiency and the classroom situation.
The research finding shows that students’ speaking proficiency improved
in the term of ability in: 1) answering the teacher’s questions orally 2) identifying
the words and grammar used in the expression 3) making sentences using
appropriate grammar and vocabulary 4) expressing their idea. Besides, the
classroom situation is also more alive in terms of the students’ activeness in: 1)
joining the activities 2) asking the teacher about their difficulties 3) discussing the
task with their friend 4) increasing their motivation to learn.
The study of conducting action research is invaluable and inspiring
experience that gives the researcher new knowledge. It is hoped that action
research can be implemented by other researchers to achieve a better teaching and
learning process.
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Penulis Utama
:
Dwi Nurul Fajariyah
Penulis Tambahan
:
-
NIM / NIP
:
K2204023
Tahun
:
2009
Judul
:
Improving students speaking proficiency using games
Edisi
:
Imprint
:
Surakarta - FKIP - 2009
Program Studi
:
S-1 Pendidikan Bahasa Inggris
Kolasi
:
Sumber
:
UNS-FKIP English Department -K.2204023-2009
Kata Kunci
:
Jenis Dokumen
:
Skripsi
ISSN
:
ISBN
:
Link DOI / Jurnal
:
-
Status
:
Public
Pembimbing
:
1. Dra. Hj. Dewi Rochsantiningsih, M.Ed,Ph.D 2. Drs. Siswantoro, M.Hum
Penguji
:
Catatan Umum
:
4254/2009
Fakultas
:
Fak. KIP
×
File
:
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