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1
THE EFFECTIVENESS OF GRAMMAR DOMINOS GAME TO INCREASE
THE STUDENTSโ MASTERY ON VOCABULARY AT
SENIOR HIGH SCHOOL
(An Experimental Research in the First Year Students of SMKN 1 Patallasssang)
A THESIS
Proposed as the Fulfillment to Accomplish Sarjana Degree
at faculty of Teacher Training and Education
Muhammadiyah University of Makassar
KAMERIAH SARASWATI
10535 4873 11
ENGLISH EDUCATION DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
MUHAMMADIYAH UNIVERSITY OF MAKASSAR
2015
v
MOTTO
Researcher dedicates this paper to the two her loving parents , Arifin and Marawiyah,
for all love and sacrifice that they gave, the biggest motivation for her to be able to meet
all with her expectations. For her sisters Mila Karmila , Kamelia , and Kartia Amalia ,
who always pray for her success in completing her study...
And also, she would like to express her deepest thankfulness for LKIM-Penaโs big family
in Muhammadiyah University of Makassar, who always with her in realizing her
dreams as a โpen fighterโ , and taught her about the meaning of struggle , sacrifice , and
togetherness , especially for the Sseventh Ggeneration, the companions of The Rrainbow
Ccastle ...
โDo Hard, Do Smart, Do Sincerely, Be Success...!!!
UNIVERSITAS MUHAMMADIYAH MAKASSAR
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
PRODI PENDIDIKAN BAHASA INGGRIS
l Terakreditasi Institusi
Jalan Sultan Alauddin No. 259 Makassar Telp. : 0411-860837 / 860132 (Fax) Email : [email protected] Web : www.fkip.unismuh.ac.id
SURAT PERNYATAAN
Saya yang bertanda tangan di bawah ini:
Nama : Kameriah Saraswati
NIM : 10535 4873 11
Jurusan : Pendidikan Bahasa Inggris
Judul Skripsi : โThe Effectiveness of Grammar Dominos Game to Increase the
Studentsโ Mastery on Vocabulary at Senior High Schoolโ (An
Experimental Research in the First Year Students of SMKN 1
Pattallassang)
Dengan ini menyatakan:
Skripsi yang saya ajukan di depan tim penguji adalah hasil karya saya sendiri
bukan hasil ciplakan dan tidak dibuatkan oleh siapapun.
Demikian pernyataan ini saya buat dengan sebenar-benarnya dan bersedia
menerima sanksi apabila pernyataan saya tidak benar.
Makassar, 17 November 2015
Yang Menyatakan,
Kameriah Saraswati
NIM. 10535 4873 11
UNIVERSITAS MUHAMMADIYAH MAKASSAR
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
PRODI PENDIDIKAN BAHASA INGGRIS
l Terakreditasi Institusi
Jalan Sultan Alauddin No. 259 Makassar Telp. : 0411-860837 / 860132 (Fax) Email : [email protected] Web : www.fkip.unismuh.ac.id
SURAT PERJANJIAN
Saya yang bertanda tangan di bawah ini:
Nama : Kameriah Saraswati
NIM : 10535 4873 11
Jurusan : Pendidikan Bahasa Inggris
Judul Skripsi : โThe Effectiveness of Grammar Dominos Game to Increase the
Studentsโ Mastery on Vocabulary at Senior High Schoolโ (An
Experimental Research in the First Year Students of SMKN 1
Pattallassang)
Dengan ini menyatakan perjanjian sebagai berikut:
1. Mulai dari penyusunan proposal sampai selesainya skripsi saya, saya akan
menyusun sendiri skripsi saya.
2. Dalam penyusunan skripsi saya, saya akan selalu melakukan konsultasi
dengan pembimbing
3. Saya tidak akan melakukan penjiplakan (plagiat) dalam penyusunan skripsi
saya
4. Apabila saya melanggar perjanjian pada butir 1, 2, dan 3 maka saya bersedia
menerima sanksi sesuai dengan aturan yang berlaku.
Demikian surat perjanjian ini saya buat dengan penuh kesadaran.
Makassar, 17 November 2015
Yang Membuat Janji,
Kameriah Saraswati
NIM. 10535 4873 11
UNIVERSITAS MUHAMMADIYAH MAKASSAR
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
PRODI PENDIDIKAN BAHASA INGGRIS
l Terakreditasi Institusi
Jalan Sultan Alauddin No. 259 Makassar Telp. : 0411-860837 / 860132 (Fax) Email : [email protected] Web : www.fkip.unismuh.ac.id
APPROVAL SHEET
Tittle : The Effectiveness of Grammar Dominos Game to
Increase the Studentsโ Mastery on Vocabulary at
Senior High School (An Experimental Research in
the First Year Students of SMKN 1 Pattallassang)
Name : Kameriah Saraswati
Reg. Number : 10535 4873 11
Program : English Education Departemen
Faculty : Teacher Training and Education
After being checked and observed this thesis has fulfilled qualification to be
examined.
Makassar, November 2015
Approved by,
Consultant I
Dr. Abd. Muin, M.Hum.
Consultan II
Nunung Anugrawati, S.Pd., M.Pd.
Dean of the Faculty of Teacher Training
And Education
Muhammadiyah University
Dr. Andi Sukri Syamsuriani, M.Hum.
NBM: 856 625
Head of English
Education Departement
Erwin Akib, S.Pd., M.Pd.
NBM: 860 934
vi
ABSTRACT
Kameriah Saraswati. 2015. The Effectiveness of Grammar Dominos Game to
Increase the Studentsโ Mastery on Vacabulary at Senior High School (an
Experimental Research in the First Year Students of SMKN 1 Patallassang). A
Thesis of English Education Department the Faculty of Teacher Training and
Education, Muhammadiyah University of Makassar. Under consultant by
Abd. Muin and Nunung Anugrawati.
The objective of the research was to find out (1) wether ir not Grammar Dominos
Game effective to increase the studentsโ vacabulary mastery with prefix ini the
first year students of SMKN 1 Patallassang and (2) wether or not Grammar
Dominos Game Effective to increase the studentsโ vocabulary mastery with
suffixes in the first year students of SMNK 1 Patallassang. The method of the
research was pre-experimental method with one group pre-test and post-test
design, which employed written test as instrument of this research. The population
was all of the students in the first year at SMKN 1 Patallassang in academic year
of 2015/2016. In order to choose the sample, the researcher used purpisive
sampling technique. The researcher took Class X TKJ 3 as research sample. The
variables of the research were Vacabulary Mastery as dependent variable and
Grammar Dominos Game (GDG) as Independent variable. The data collected
through a written test as the instrument of pre-test and post-test. The result of this
research showed that the first year students of SMKN 1 Patallassang, in pretest
and posttest were different significantly. It was proven by balue of the t-test 4.38
which was greater than the value of t-table 1.708 with the level of significance (p)
0.05 and average of freedom (n-1) = 25. It can be conculed that the use of
Grammar Dominos Game was effective to improve the studentsโ mastery on
vacabulary at the first year students of SMK 1 Patallassang.
vii
ACKNOWLEDMENT
Alhamdulliah Robbil Aโlamin, the Researcher expresses her sincere gratitude to
the almighty God, Allah S.W.T, who has given guidance, mercy, and good health.
So that the writer could finish writing this thesis. Salam and Shalawat are
addressed to the final, chosen, religious messenger, the prophet Muhammad
S.A.W.
The Researcher realized that in carrying out the research and writing this
thesis, many people have contributed their valuable suggestion, guidance,
assistance, and advice for the completion of this thesis. Therefore She would like
to say thank you very much to them:
1. Dr. Irwan Akib, M. Pd, the Rector of the Muhammadiyah University of
Makassar for his advices during She study at the University.
2. Dr. A. Syukri Syamsuri, M. Hum, the dean of teacher training and
education.
3. Erwin akib, S.Pd, M.Pd, the head of English Education Department of
FKIP UNISMUH Makassar, who gave her valuable authorities and
suggestion in doing thesis.
4. Her greatest thanks are due to her first consultant Dr. Abd. Muin, M. Hum,
and Nunung Anugrawati, S. Pd, M. Pd as the second consultant who has
iv
viii
given their valuable time and patient, to support assistance and guidance to
finish this thesis.
5. All lecturers of the FKIP UNISMUH especially to the lecturers of English
Department who taught her for many years.
6. Finally, for all everybody that could not be mentioned one by one, may
Allah S.W.T. the almighty God be with us now and forever.
Billahi Fi Sabillilah Haq Fastabiqul Khaerat.
Makassar, November 2015
Researcher
viii
TABLE OF CONTENT
TITLE .................................................................................................................. i
APPROVAL SHEET .......................................................................................... ii
SURAT PERNYATAAN .................................................................................... iii
SURAT PERJANJIAN ....................................................................................... iv
MOTTO ............................................................................................................... v
ABSTRACT ......................................................................................................... vi
ACKNOWLEDGEMENT .................................................................................. vii
TABLE OF CONTENTS .................................................................................... viii
LIST OF PICTURE ............................................................................................ x
LIST OF CHART ................................................................................................ xi
LIST OF TABLE ................................................................................................ xii
CHAPTER I INTRODUCTION ........................................................................ 1
A. Background ......................................................................................... 1
B. The Problem Statement of Research ................................................... 3
C. The Objective of Research .................................................................. 3
D. The significance of Research .............................................................. 4
E. The Scope of Research ........................................................................ 5
CHAPTER II LITERATURE REVEW ........................................................... 6
A. Review of Related Research ............................................................... 6
B. Reveiw of Related Theory .................................................................. 7
1. Grammar ....................................................................................... 7
2. Vocabulary .................................................................................... 8
3. Prefixes and Suffixes..................................................................... 9
4. Learning Media ............................................................................. 12
5. Teaching Trough Game................................................................. 13
6. Dominos ........................................................................................ 15
C. Conceptual Framework ....................................................................... 19
D. The Hypothesis of Research ............................................................... 20
ix
CHAPTER III RESEARCH METHOD ........................................................... 21
A. Research Type .................................................................................... 21
B. Research Variable and Indicator ........................................................ 22
C. Research Place.................................................................................... 22
D. Population and Sample ....................................................................... 22
E. Research Instrument ........................................................................... 23
F. Procedure of Data Collection ............................................................. 24
G. Technique of Data Analyses ............................................................. 25
CHAPTER IV FINDINGS AND DISCUSSION .............................................. 28
A. FINDINGS ........................................................................................... 28
1. Srudentsโ Score in Pre-Test and Post-Test ...................................... 28
2. The Studentsโ MeanScore ................................................................ 30
3. The Value of t-Test .......................................................................... 31
B. DISCUSSIONS .................................................................................... 32
CHAPTER V CONCLUSION AND SUGGESTION ...................................... 35
A. CONCLUSION .................................................................................... 35
B. SUGGESTION ..................................................................................... 36
BIBLIOGRAPHY ............................................................................................... xiii
CURRICULUM VITAE ..................................................................................... xvi
LIST OF APPENDIX ......................................................................................... xvii
ix
x
LIST OF PICTURE
Picture 2.1 : Domino Word Building: Prefixes and Suffixes ................................ 17
xi
LIST OF CHART
Chart 4.1 : The Studentsโ Classification Score .................................................... 29
Chart 4.2 : Studentโs Score in Vocabulary with Prefix and Suffix (%) ................ 29
Chart 4.3 : The Studentsโ Mean Score .................................................................. 31
xii
LIST OF TABLE
Table 4.1 : The Rate Percentage of Pre-Test and Post-Test Score........................ 28
Table 4.2 : The Studentsโ Mean Score .................................................................. 30
Table 4.3 : t-test of Studentsโ Test Result ............................................................. 31
1
CHAPTER I
INTRODUCTION
A. Background
Language is foremost a means of communication, and communication
almost always takes place within some sort of social context. This is why effective
communication requires an understanding and recognition of the connections
between a language and the people who use it. In the word, the language that use
as an international languages to communicate each other is English. And in
Indonesia, we learn it as foreign language.
In learning a foreign language as second language, vocabulary plays an
important role. It is one element that links the four skills of speaking, listening,
reading and writing all together. In order to communicate well in a foreign
language, students should acquire an adequate number of words and should know
how to use them accurately.
Even though students realize the importance of vocabulary when learning
language, most of the students learn vocabulary passively due to several factors.
First, they consider the teacher's explanation for meaning or definition,
pronunciation, spelling and grammatical functions boring. In this case scenario,
language learners have nothing to do in a vocabulary learning section but to listen
to their teacher. Second, students only think of vocabulary learning as knowing
the primary meaning of new words.
1
2
Therefore, they ignore all other functions of the words. Third, students
usually only acquire new vocabulary through new words in their textbooks or
when given by teachers during classroom lessons. For example, learners find
many new words in a text and then ask the teacher to explain the meanings and
usage's. Forth, many students learners do not want to take risks in applying what
they have learnt. So that in SMKN 1 Patallasssang. Students may recognize a
word in a written or spoken form and think that they already "know the word", but
they may not be able to use that word properly in different contexts or pronounce
it correctly.
Nam (2010: 127) states that In the ESL context, vocabulary not only
supports the four language skills, listening, speaking, reading, and writing, but
also mediates between ESL students and content-area classes in that these
students often find that lack of vocabulary knowledge is an obstacle to learning.
Therefore, it follows that ESL vocabulary teaching and learning are often
emphasized. In a similar fashion, if ESL teachers are attuned to effective
strategies for teaching vocabulary, they could facilitate studentsโ proficiency in
the four skills.
According to that explanation, one of the solution that can use to help the
students to Vocabulary Mastery was using the Grammar Dominos Game.
Grammar Dominos Game (GDG) used in SMKN 1 Patallasssang. It applied to
know its effectiveness to increase the studnetโs Vocabulary Mastery.
GDG is a game that helped students being more active in real life
situations in the calss through the means of individual, pair and group work
3
activities. It encouraged students to practice the language they learn in meaningful
ways. In a GDG classroom, playing vocabulary games was one of the activities
which requires students actively to communicate with their classmates using their
own language.
Based on the background above, the researcher took the title โThe
Effectiveness of Grammar Dominos Game to Increase the Studentsโ
Vocabulary Mastery at Senior High School (An Experimental Research in the
First Year Students of SMKN 1 Patallasssang)โ.
B. The Problem Statement of Research
Based on the background, the research questions were:
1. Is Grammar Dominos Game effective to increase the studentโs vocabulary
mastery with prefixes in the first year students of SMKN 1 Patallasssang?
2. Is Grammar Dominos Game effective to increase the studentโs vocabulary
mastery with suffixes in the first year students of SMKN 1 Patallasssang?
C. The Objective of Research
The objectives of the research are to find out:
1. Wether or not Grammar Dominos Game effective to increase the studentโs
vocabulary mastery with prefixes in the first year students of SMKN 1
Pattallasssang.
2. Wether or not Grammar Dominos Game effective to increase the studentโs
vocabulary mastery with suffixes in the first year students of SMKN 1
Pattallasssang.
4
D. The Significance of Research
1. Theoretical significances
a. This game as alearning media can be used by the teacher to develop
their teaching technique. Hopefully, it can give inspiration to the
teacher to make some variation in teaching English.
b. It is hoped to make the students be more interest and give more
attention in learning English. They should get the new experience
about learning English especially in word bulding with this media.
c. The researcher hopes it can be useful for the readers particularly the
students of English Department of Muhammadiyah University of
Makassar in teaching English Grammar, especially the use of prefixes
and suffixes to increas the studentโs vocabulary mastery in the class at
the future.
2. Practical significances
a. Teacher
The English teachers, particularly at SMKN 1 Patallasssang
can use Grammar Dominos Game in teaching English. They can use
it to increase the studentsโ vocabulary. The teacher is able to use that
media by sending the material of the lesson to the students. Hopefully
makes the students be more interest with the teacher.
b. Students
The students, especially in the First Year of SMKN 1
Patallasssang in academic year 2015/2016 are expected to practice
5
learning vocabulary by themselves by using Grammar Dominos
Game. They can learn by them self at home just like when they learn
at the school and of course they can make it by them self. Hopefully
it can help the students to solve their problem to memorize
vocabularies.
E. The Scope of Research
This research focuses on the effectiveness of Grammar Dominos Game
(GDG) in teaching to increase the studentโs vocabulary mastery, by using prefixes
and suffixes. So, by implementing GDG, the researcher finds the focus problem as
follows:
1. The use of Grammar Dominos Game (GDG) in teaching vocabulary with
prefixes and suffixes.
2. Increase the studentโs vocabulary mastery by using Grammar Dominos
Game (GDG) with prefixes and suffixes as follows:
a. Prefixes : Re-; Un-
b. Suffixes :
Verb Noun : -er; -ment
Adjective Advereb : -ly
Adjective Noun : -ness;
Verb Adjective : -ful; -less
6
CHAPTER II
LITERATURE REVEW
A. Review of Related Research
Kosim (2013) in his article. Improving the Studentsโ Vocabulary Mastery
Through Flashcards (A Classroom Action Research o the Fourth Students of
Madrasah Ibtidaiyah An-Nuriyah Kuala Mandor โBโ in Academic Year 2012-
2013. He found that the use of flashcard had effected the studentsโ activity in
learning the words during the classroom activity, particularly in common nouns of
animal. For example, guessing and matching game in pairs were also effecteve to
make the students had motifation to learn getting better. As a result, the studentsโ
vocabulary mastery was achieved. In this case, theuse of flascards could help the
students to recognize the vocabulary of common nouns.
Khasanah (2013) in her thesis, โUpaya Meningkatkan Penguasaan
Kosakata Bahasa Inggris melalui Penggunaan Kartu Domino Kata Bergambar
Siswa Kelas V SDโ. She found that the using of pictorial word domino card media
to the student can increase the mastery of English Language vocabulary, writing
English Language vocabulary, and interpretation of vocabulary. This is possible
because of Dominos Game as a medium of learning with game elements provide
stimulation to the students to be actively involved in play activities while learning.
Time by time, or when the students repeat the game, they repeat the process of
learning unconscious, they eventually developing their insight.
6
7
Janawati (2013) in her thesis, โPengaruh Implementasi Pembelajaran
Kartu Kata dalam Permainan Domino terhadap Peningkatan Kemampuan
Membaca Menulis Permulaan Siswaโ. She found that there is significantly
difference of early student reading ability between student studying word cards in
domino game and those studying conventional learning model, there is
significantly difference of early student writing ability between student studying
word cards in domino game and those studying conventional learning model,
simultaneously, there are significant differences of early reading and writing
ability between student studying word cards in domino game and those studying
conventional learning model. Itโs mean that, by using word card domino game,
the student can improve their ability in reading and writing.
All of the researches above found about how the media can help the
teacher teaches English especially in vocabulary. But no one of them tries to
improve the studentsโ mastery on vocabulary by using prefix and suffix in the
same media.
B. Review of Related Theory
1. Grammar
Brizard (2009: 66) states that according to Hopper, grammar is not a
prerequisite for generating discourses, but rather, it is rooted in and evolves
from discourse. Neither is it complete and predetermined, but instead, its
structure is open and flux. Furthermore, grammar is dialogic: its forms are
being adapted to the needs of the co-participant in conversation or the
audience of written text. In the case of writing, this cannot be witnessed
8
directly, but when analyzing spoken interaction, the constant monitoring and
adaptation is evident on many levels, e.g. in the organization of repair
pausing, prosody, etc.
Al-Mekhlafi and Nagaratnam (2011:70-71) states that in teaching
grammar, three areas have to be considered: grammar as rules, grammar as
form, and grammar as resource. For many L2 learners, learning grammar
often means learning the rules of grammar and having an intellectual
knowledge of grammar. Teachers often believe that this will provide the
generative basis on which learners can build their knowledge and will be able
to use the language eventually. For them, prescribed rules give a kind of
security.
A better approach is perhaps to see grammar as one of many
resources that we have in language which helps us to communicate. We
should see how grammar relates to what we want to say or write, and how we
expect others to interpret what our language use and its focus.
2. Vocabulary
Quinley (2002: 4) states that a well-developed vocabulary pays off in
many important ways. Better-than-average โword powerโ makes it easier to
understand everything we read and hearโfrom textbook assignments to TV
news reports or instructions on how to repair a bicycle. And word power
obviously increases our effectiveness as a communicator. Think about it: As
far as other people are concerned, our ideas are only as convincing as the
words we use to express them. In other words, the vocabulary we use when
9
we speak or write always significantly adds or detracts from what we have to
say.
Rasinski et al (2008: 13-14) state that vocabulary is knowledge of
word meanings. The simplicity of this definition does not quite convey what
it means to โknowโ a word. In other statement, Butler et al (2010: 1) state that
vocabulary is generically defined as the knowledge of words and word
meanings. More specifically, we use vocabulary to refer to the kind of words
that students must know to read increasingly demanding text with
comprehension (Kamil & Hiebert, 2005). It is something that expands and
deepens over time.
Discussing about word, Suter (2005: 6) states that the meaning of
word is called its defenition.
Whale Feather Slight Vault
a. A whale is a very large sea mammal.
b. A feather is one of the soft, light parts that grow out of the skin of
birds.
c. Something slight is small in amount, strength, or importance.
d. To slight something is to pay little or no attention to it.
e. A vault is a room or special place for keeping valuable things.
f. To vault is to jump over something.
3. Prefixes and Suffixes
10
Prefixes and suffixes are sets of letters that are added to the
beginning or end of another word. They are not words in their own right and
cannot stand on their own in a sentence: if they are printed on their own they
have a hyphen before or after them.
a. Prefixes
Prefixes are added to the beginning of an existing word in order to
create a new word with a different meaning. Cunningham (2002: 5) explain it as
follows:
No. Prefixes Function Example
1. Re often adds the meaning of โbackโ or โagainโ. rebuild,
refilled
2. Un often adds the meaning of โnotโ or changes the word into
its opposite.
unbeaten,
unexpected
3. Dis another prefix which adds the meaning of โnotโ or changes
the word into its opposite.
disagree,
disappeat
4. In/im in (spelled im when the root words begins with m or p, il
when the root word begins with l, and ir when the root
word begins with r) also adds the meaning of โnotโ or
changes the word into its opposite
imposible,
incorrect
b. Suffixes
The addition of a suffix often changes a word from one word class to
another, it added to the end of an existing word. Cunningham (2002: 5-6)
explain it as follows:
11
No. Saffixes Function Example
1. S/es added to words to make them plural or to make verbs
agree with nouns.
addresses,
crashes
2. Ing/ed:
ing
added to verbs to change how they are used in sentences. stopping,
wanted
3. En added to words to change how they are used in sentences. hidden,
written
4. Y added to words, they often become adjectives. healthy,
rainy
5. Al added to words, they often become adjectives. musical,
national.
6. Er/est add the meaning of โmoreโ and โmostโ to words. All the
spelling changes of consonant doubling, e dropping and y
changing to i apply.
faster,
easiest
7. Er/or often added to verbs to indicate the person or thing that
does the action
Teacher,
sailor
8. Ian/ist/ee commonly added to words and indicate people who do
things.
librarian,
scientist,
employee
9. Ly commonly added to words to change them onto adverbs. brightly,
frendly
10. Ful/less add positive or negative meanings to words. beautiful,
helpless
11. Ness changes adjective into nouns. Y changes to i when ness is
added.
darkness,
readiness
12. Tion/sion added to verb and change the verbs into nouns. action,
investions
13. Able/ible often add the meaning of โable toโ words. depenable,
washable
14. Ment commonly added to words and turns those words into
nouns.
enjoyment,
excitement
15. Ous that turns words into adjectives. Dangerous,
poisonous
16. Ic another suffix that turns words into adjectives. Athletic,
fantastic
12
4. Learning Media
"Media" come from the Latin word, the plural form of the word
"medium". According to Team of Education Science Developer (Tim
Pengembang Ilmu Pendidikan) FIP-UPI (2007: 205-206), some expert give
argumentation about media:
1. Schuram: Messenger technology used for learning purposes. So the media
is expanding teacher day.
2. Briggis: Tool to provide an incentive for students so that there is a process
of learning.
3. Gagne: Various types of components in a student environment that can
stimulate students to learn.
4. Miarso: Everything that can be used to deliver messages that can stimulate
the mind, feelings, concerns, and the willingness of students to learn.
From that opinion above, it can be concluded that learning media: (a)
means of material messages to conveyed, (b) the message objectives to be
achieved in learning process. Further creative use of the media will increase
the possibility for students to learn more, through that media they learn better,
and improve the appearance of doing skills in accordance with the objectives
of learning.
Susilana and Riyana (2009: 176-177) state that learning is a teaching
and learning activities involving students and teachers to use learning
resources both inside and outside the classroom situation classroom. In the
sense that the media used for learning is not always synonymous with class
13
situation in conventional teaching pattern but the process of learning without
the presence of any teacher and rely more on the media included in the
learning activities.
The use of media in the classroom is used to support the achievement
of specific objectives and its use combined with the learning process in a
classroom situation. In planning the use of the media, teacher must see the
goal to be achieved, learning materials that support these goals, as well as
teaching and learning strategies appropriate to achieve these objectives.
The most important thing in this case the media is presented in
classrooms where teachers and students were present together interact directly.
Of course the media can be used in the classroom is that allows in terms of
cost, weight and size, the ability of students and teachers to use it, and do not
harm to its use. In this context, the media must be practical, economical, and
easy to use.
5. Teaching Trough Game
Tuan and Nguyen (2010: 67-68) explain about game in teaching.
They state about the definition of game according to a few expert as follows:
a. A game is an activity with rules, a goal and an element of fun. Games
should be regarded asan integral part of the language syllabus, not as an
amusing activity for Friday afternoon or forthe end of the term. Games
can be used at all stages of the progression from controlled to free
practice, serving at one end of the range as a memory aid and repetition
drill, at the other as a chance to used the language freely and as a means
14
to an end rather than an end in itself. They can also serve as a diagnostic
tool for teacher, who can note areas of difficulty and take appropriate
remedial action.
This definition highly evaluates the importance of games in
teaching. It adds to teachersโ techniques in teaching that games serve not
only as an โamusing activityโ, but as a technique to carry out tasks to
learners amusingly as well.
b. Games in the stick sense, which have a definite beginning and end, are
governed by rules.
c. The term โgameโ is used whenever there is an element of competition
between individual students or teams in a language activity.
When appears โan element of competitionโ, all above rules are most
needed. Besides, games are, in this case, emphasized to encourage studentsโ
1solidarity in teamwork in which they have to try their best to do the tasks or
maybe to code any requirements given in the games for their team spirit.
Therefore, games comprise many factors such as rules, competition,
relaxation, and learning. The main focus of using game in class is not only to
help students to learn more effectively but also to have fun.
However, to use games in classrooms, it is equally important that
before playing, the rules of the games are clearly explained and well
understood by the students. There should be only a few, well-explained rules.
Demonstrations also can be very helpful because it can help students
understand the game and help them follow the rules.
15
Eskandari (2014: 461) state that there are a lot of definitions about
what the game is. Everyone is able to imagine something when hearing the
term โgameโ but to give a precise definition is difficult. The definition
โGames are funโ is simple and exact. However, the game in education must
be more than just fun; learners have to learn through playing games. Games
as the way how to put language to work and supports this opinion with known
long history of language play that is applicable so for the children and adults
and some of them can be transferred from first language to second and
foreign language.
Games provide language teachers with many advantages when they
are used in classrooms. One of these advantages is that learners are motivated
to learn the language when they are in games.
6. Dominos
a. Dominos in General
McCrea and Mario J. Liorente Leyva (2011: 18-19) state that,
the term โdominosโ refers to any of the various games that are played
with the tiles we all know. The origin of these games is not as old as it
may seem. Dominos, as a game, only made its appearance in the early
18th century in Europe. Naples and Venice were the first Italian cities
where the game became popular (since they were ports). From there, the
game rapidly spread all over Europe and later to the Americas with the
colonizers and seamen who frequented the New World. Today, dominos
has become one of the most popular games ever played.
16
Researchersโ estimates there are more than 1000 million people
that practice the game. Some of the reasons for this level of popularity
are that the game can played by the whole family, any age, healthy or
incapacitated, men and women. The game knows few limitations.
However, the most important reason in that some of the games that can
be played whit these tiles are classified as the most mind-challenging
activities that involve critical thinking.
A person expose to the game of dominos frequently will train
fundamental mind processes such as induction, dedication, retentive
memory, which is capital in the process of developing short-term
memory. Domino players are known to have an amazing capacity to
remember things. Analysis, heavy arithmetic training and decision-
making are also among the main attributes of game.
The most of games with dominos are played by teams: one team
plays another team and tries to win. However, winning takes one
important factor: being able to communicate, being able to build a team,
cooperation, the completion of two ideas, two strategies that have to
become one, the team strategy to play correctly. Therefore, the game of
dominos is also a machine that encourages cooperages cooperation,
interpersonal relationship and team building.
b. Dominos for Education
Rivolucri (1995: 42-43) states that domino is one of the learning
media that can be a competitive games in learning process because it
17
playing between one player with other player, one by one or group by
group. For example, the use of the domino for grammar (word building:
prefixes and suffixes) to the student in the group. Itโs game show how to
playing domino by each group to get the information about prefix and
suffix in domino frame.
Grammar : Word-Building: Prefixes and Suffixes
Level : Intermediate
Time : 15-2 Minutes
Materials : one set of 56 dominoes per trhee to six students
Picture 2.1 : Domino Word Building: Prefixes and Suffixes
18
The guidline of the game:
1. Put the students in circle of three to six round a flat surface. Give
each group the two pages of dominoes and ask them to carefully flod
and tear the pages to create dominoes. Ask someone in each group to
shuffle them and deal them out. People should not show their
dominos to other players.
2. Player A in each group starts by laying down a domino. The player
to his or her right then lays down a domino one end of which
matches one end af Aโs domino. If the left side of Aโs on its right
side this is a correct match.
3. Play continues round the circle- if a player canโt lay down a domino
he or she misses that turn. The winner is the first person to get rid of
most of his or her dominoes.
4. You should go from group and be available to help when people
want to know if a particular match is correct. Give them immediate
feedback.
5. Keep the domino sets in envelopes for later use with another group.
Word-Building Dominoes is a fun, hands-on way for students to
practice using word analysis and word formation skills to build
vocabulary. By using that game, the student will be active and enjoyable
their game, not playing game only, but they are learning about word and
increasing their vocabulary in the same time.
19
C. Conceptual Framework
The conceptual framework above shows the three variables; input,
process, and output which are briefly classified as follows:
a. INPUT: Refers to Grammar Dominos Game, a learning media which consists
of Vocabulary Mastery: Prefixes and Suffixes. A learning media which is
hoped to be a good device in teaching vocabulary.
b. PROCESS: Refers to the implementation of the input variable in the classroom
activities both teaching and learning by using Grammar Dominos Game
c. OUTPUT: Refers to studentโs increase in Vocabulary Mastery focusing on the
use of prefixes and suffixes by using Grammar Dominos Game.
Input Process Output
Playing Grammar
Domino Game
Studentsโ
Mastery on
Vocabulary
Domino Card of
Prefixes
Domino Card of
Suffixes
Prefixes &
Suffixes
20
D. The Hypotheses of Research
The hypotheses of this research are formulated as follows:
1. H0 (Null Hypotheses): There is no significant difference of studentsโ
Vocabulary Mastery who are taught by using Grammar Dominos Game.
2. H1 (Alternative Hypotheses): There is significant difference of studentsโ
Vocabulary Mastery who are taught by using Grammar Dominos Game.
21
CHAPTER III
RESEARCH METHOD
A. Research Type
This research used an Experimental Research method with Quantitative
Approach. Woodbory (2009: 130) states that an experiment is a process that
allows us to obtain observations. This definition agrees whit our definition of
experiment in a science class. We perform a certain process, and observe the
outcome.
According toThomas (2003: 2), King states that quantitative research uses
numbers and statistical methods. It tends to be based on numerical measurements
of specific aspects of phenomena; it abstracts from particular instances to seek
general description or to test replicable by other researchers.
And then, the design of this researhs was One Group Pretest and Posttes
Design:
Where:
O1 : Pretest
X : Treatment using Dominos Game
O2 : Posttest
The explanation (Marczyk, 2005:127):
X : Experimental manipulation (independent variable); subscripts
O2 X O1
21
22
identify different levels or groups of the independent variable
(e.g., X1, X2 , X3 are used to denote either a nointervention or
alternative- intervention control group)
O : Observation
B. Research Variables and Indicators
1. Research Variables
This research consisted of two variables. There was one dependent
variable and one independent variable. The dependent variable was Vocabulary
Mastery and the independent variable was Grammar Dominos Game (GDG).
2. Research Indicator
The indicator of this research was the studentsโ vocabulary mastery with
prefixes and suffixes.
C. Research Place
This research took place in SMKN 1 Patallasssang, It was located in Jl.
Pendidikan No. 3 Desa Panaikang Kec. Patallassang Kab. Gowa.
D. Population and Sample
The entire set of objects or people which was focused of the research and
about which the researcher wanted to determine some characteristics was called
the population. And then, the subset of the whole population which was actually
investigated by a researcher and whose characteristics would be generalised to the
entire population was called the sample (Bless, 2006: 98).
23
1. Population
Population in this research was all of the students in the first year at
SMKN 1 Patallasssang in academic year of 2015/2016. Based on the interview
with the teacher at the school, there were 6 classes with 165 students as follows:
X TKJ (Teknik Komputer dan Jaringan) 1 : 30 Students (9 male, 21 female)
X TKJ (Teknik Komputer dan Jaringan) 2 : 31 Students (12 male, 19 female)
X TKJ (Teknik Komputer dan Jaringan) 3 : 30 Students (12 male, 18 female)
X TKR (Teknik Kendaraan Ringan) : 35 Students (male)
X TL (Teknik Ketenagalistrikan) : 27 Students (24 male, 3 female)
X TSM (Teknkik Sepeda Motor) : 12 Students (male)
2. Sample
In order to choose the sample, the researcher used purposive sampling
technique. The researcher took Class X TKJ 3 as research sample, the class was
recommended by a the teacher.
E. Research Instrument
To know the effectiveness of teaching vocabulary that focus on prefixes
and suffixes by using Grammar Dominos Game (GDG), the researcher had given
written test to the students. They matched the words with preffixes and suffixes in
their paper. For the first, Researcher gave pre-test, then treatment by using GDG,
and the last was posttest by using written test just like pretest.
F. Procedure of Data Collection
24
One of the important things in this research was to collect the data that can
determine the result of the research. The procedures of data collection used in this
research were:
1. The researcher gave the students a written test (post-test). They had to link
the word with the prefix and suffix in their paper. The function of this test
was to get the data about the studentsโ prior knowledge and prior ability in
vocabulary that focused in prefixes and suffixes.
2. When treatment had given, the Researcher gave post-test to the students. The
test was similar with the pre-test. The function of post-test was to know the
studentsโ mastery on vocabulary after use Grammar Dominos Game and to
know how effective this game in teaching grammar that focused in prefix and
suffix. It was the last procedure to get the data from the research.
G. Technique of Data Analyses
In this section, the Researcher analyzed the score of each student and the
mean score of the students based on the test result. The data from the test analyzed
quantitatively. It employed statistical calculation to the hypotheses. To determine
the score of each student, the researcher used the following formula:
1. Computing the frequency and the rate percentage of the studentsโ scores by
using the following formula:
๐ =๐
๐ ๐ 100%
Where:
P : Percentage
25
f : Number of correct answer/ frequency
N : The number of subjects (Sudijono, 2014: 43).
2. Classifying score into seven levels that were based on the Depdikbud (1986:
6) as follows:
1. 96 โ 100 is classified as Excellent
2. 86 โ 95 is classified as Very Good
3. 76 โ 85 is classified as Good
4. 66 โ 75 is classified as fairly good
5. 56 โ 65 is classified as Fair
6. 46 โ 55 is classified as Poor
7. 0 โ 45 is classified as Very Poor
3. Finding out the studentsโ means score of the both pre-test and post-test by
using the following formula:
๏ฟฝฬ ๏ฟฝ =โ ๐
๐
Where:
๏ฟฝฬ ๏ฟฝ : Mean Score
โ ๐ : The sum of all score
N : The number of subjects/sample (Gay, 2006: 320).
4. Finding out significant difference between mean score of the studentsโ by
using the following formula:
26
t =Dฬ
โโ D2โ(โ D)2
NN(Nโ1)
Where:
t : Test is significance
D : The difference between the matched pairs (X1 - X2)
๏ฟฝฬ ๏ฟฝ : The mean of DS
โD : The sum of D square
D2 : The square of the sum score for difference
N : The number of subject
1 : Constant Number (Gay, 2006: 355).
28
CHAPTER IV
FINDINGS AND DISCUSSION
A. Findings
After conducting the research, the Researcher obtained some results. The
results present the interpretation as follows:
1. Studentsโ Score in Pre-Test and Post-Test
The pre-test and post-test conducted to find out the data of the studentsโ
score before and after the treatment given by written test. It presented in table 4.1
as follows:
Table 4.1: The Rate Percentage of Pre-Test and Post-Test Score
No. Classification
Pre-Test Post-Test
F % F %
1. Excellent (96-100) 0 0 % 0 0 %
2. Very Good (86-95) 0 0 % 5 19.23 %
3. Good (76-85) 0 0 % 1 3.85 %
4. Fairly Good (66-75) 0 0 % 11 42.31 %
5. Fair (56-65) 0 0 % 4 15.38 %
6. Poor (46-55) 0 0 % 3 11.54 %
7. Very Poor (0-45) 26 100 % 2 7.69 %
Total 26 100 % 26 100 %
28
29
It showed that in the pre-test which was done before treatment, from 26
students, all of them belonged to โVery Poorโ category. In the post-test which was
done after the treatment, the students an increase their vocabulary whit all prefix
and suffix. It showed in chart 4.1 as follows:
Then, the Researcher analyzed the studentsโ test results on vocabulary. The
result showed that the students can improve their vocabulary with the entire prefix
and suffix as follows:
0
50
100
Excellent VeryGood
GoodFairlyGood
FairPoor
Very Poor
Chart 4.1: The Students' Classification Sore
Pre-Test Post-Test
Re Un Er Ment Ly Ness Full Less
Pre-Test 4 1.4 11.4 4 3.5 8.9 0.9 2.6
Post-Test 8.1 9.5 10.3 7.3 5.3 18.1 7.7 10.5
SC
OR
E
Chart 4.2 Students' Score in Vocabulary with
Prefix and Suffix (%)
30
It showed that in pre-test, there were 13.54% students answer correct
words with prefix re-, 4.78% with prefix un-, 3.85% with suffix -er, 13.54% with -
ment, 11.97% with suffix โly, 26.72 with suffix โness, 3.12% with suffix โful, and
8.85% with suffix โless. After giving treatment, the students can increase their
mastery on vocabulary. In post-test, there were 27.6% students answer correct
words with prefix re-, 32.29% with prefix un-, 34.89% with suffix -er, 25% with -
ment, 18.22% with suffix โly, 36.75 with suffix โness, 26.04% with suffix โful,
and 35.41% with suffix โless.
2. The Studentsโ Mean Score
The result of the test showed the studentsโ achievement in vocabulary after
the treatment was given. In pre-test, the mean score (๏ฟฝฬ ๏ฟฝ) was 37.7%. It showed
that many students was not good in vocabulary with prefix and suffix.
When the treatment had given, they showed the significant difference
score. In post-test, mean score (๏ฟฝฬ ๏ฟฝ) was 68.2%. Table 4.2 showed that there was
an improvement in the amount of 30.5% in studentsโ vocabulary as follows:
Table 4.2: The Studentsโ Mean Score
Variable Mean Score
Improvement
Pre-Test Post-Test
Vocabulary 37.7 68.2 30.5
In chart 4.3, it showed the result comparison of pre-test and post-test as
follows:
31
3. The Value of t-Test
In order to know whether or not the mastery on vocabulary is difference
between the pre-test and the post-test at the level of significance 0.05 with degrees
of freedom (df) = N โ 1 (26-1=25), t-test for independent sample was employed.
Table 4.2: t-Test of the Studentsโ Test Result
Component t-Test Score t-Table Comparison Classification
Studentsโ
Mastery on
Vocabulary
4.38 1.708
t-test > t-table
4.38 > 1.708
Significant
The difference showed that after getting the treatment, the students got
better mastery on vocabulary than before. It can be seen that there was a
significant of studentsโ vocabulary after the using GDG (Grammar Dominos
Game) applied in the class. It also can be conclude that using GDG (Grammar
0
10
20
30
40
50
60
70
VARIABLE : VOCABULARY
SC
OR
E
Variable : Vocabulary
Pre-Test 37.7
Post-Test 68.2
Improvement 30.5
Chart 4.3 : The Students' Mean Score (%)
32
Dominos Game) was effective in teaching English to help the students increase
their vocabulary.
B. Discussion
Relating to the data collected through the pre-test and post-test show that
the vocabulary mastery of the first year students of SMKN 1 Pattallassang
academic year 2015 / 2016 is good. It is supported by the rate percentage of the
result of the studentsโ pre-test and post-test. Studentsโ score after being taught by
using GDG (Grammar Dominos Game) is better than before the treatment given
to the students. The mean score of post-test was greater than the mean score of
pre-test. It means that the use of GDG (Grammar Dominos Game) in teaching
English is effective.
The Researcher was relatively fair to state that the use of GDG
(Grammar Dominos Game) in teaching English at the first students of Senior High
School was effective to increase the studentsโ mastery in vocabulary. The
Researcher found that from 26 students, the high score in pre-test was 48.5 and
the lowest was 21.2. When the treatment was given, the score of students
increased. Based on post-test result, the highest score was 91.7 and the lowest
score was 50. It was proven that the students enjoy the game and help them to
increase their vocabulary by playing the Dominos Card in each meeting.
For all the results of research, there was the difference between pre-test
and post-test. It showed the significantly different mean score of pre-test and post-
test. Before the treatment conducting (pre-test), the mean score was 37.7. After
33
the treatment, the mean score was 68.2. It means that the progress happened after
the Grammar Dominos Game (GDG) applied in teaching English.
Based on the test result, the classifying score for all the students in pre-
test, there were 100% students in very poor category. After treatment was given,
the Researcher found that there was significant difference of students score. It
showed that in the pre-test which was done before treatment, from 26 students, all
of them belonged to โVery Poorโ category. In the post-test which was done after
the treatment, from 26 students, there were 2 students (7.69%) belonged to โVery
Poorโ category, 3 students (11.54 %) belonged to โPoorโ category, 4 students
(15.38 %) belonged to โFairโ category, 11 students (42.31 %) belonged to โFairly
Goodโ category, a student (3.85%) belonged to โGoodโ category, and 5 students
(19.23%) belonged to โVery Goodโ category.
To know the development of student vocabulary by using Grammar
Dominos Game (GDG), the Researcher analyzed the student correct vocabulary.
The result of student test showed that after the students got treatment, the lowest
improvement score was vocabulary with suffix โly. The improvement was 1.8.
The highest improvement score was vocabulary with suffix โness. The
improvement score was 9.2. But, there was mines score too. The students got -1.1
in vocabulary with prefix -er. The result of pre-test score was 11.4, and in post-
test being 10.3.
To get the value of the data, t-test had found. The data showed that the t-
table value was smaller than t-test value. T-test sore was 4.38 and t-table was
1.708. It means that there was significant difference of studentsโ mastery on
34
vocabulary between before treatment and after treatment using GDG (Grammar
Dominos Game). Because of GDG was effective to increase studentsโ mastery on
vocabulary, so the null hypothesis (Ho) that stated that there is no significant
difference of studentsโ Vocabulary Mastery who are taught by using Grammar
Dominos Game was rejected and alternative hypothesis (Ha) that stated that there
is significant difference of studentsโ Vocabulary Mastery who are taught by using
Grammar Dominos Game was accepted.
It is proven that the studentsโ achievement in vocabulary taught by using
Grammar Dominos Game (GDG) is better. It can lead to better attention in
learning and stimulate the students to increase their mastery on vocabulary by
using that game, in the class or just as game when they are not in the class.
Based on all the data collected above, the Researcher can conclude that
most of the students needed to be motivated in increasing their vocabulary by
using the good method or media, in this case, the teacher can use Grammar
Dominos Game (GDG) to help the students to be master on vocabulary. From this
discussion, the Researcher found that the first year students of SMKN 1
Pattallassang in academic year 2015 / 2016 have good vocabulary in English after
being taught through Grammar Dominos Game.
35
CHAPTER V
CONCLUSIONS AND SUGGESTIONS
A. Conclusion
Based on the research findings and discussion in the previous, the
Researcher draws conclusion in the following statement. The use of Grammar
Dominos Game is significantly developed the studentsโ mastery on vocabulary at
the first year students of SMKN 1 Pattallassang. The Researcher found the rate
percentage of studentsโ sore. In post-test, the mean score (๏ฟฝฬ ๏ฟฝ) was 37.7, and in
post-test the mean score (๏ฟฝฬ ๏ฟฝ) was 68.2. Then, t-test was 4.38 and t-table was
1.708. it showed that there were the significant difference in test result. So, the
Researcher can conclude as follows:
1. In the result of data analysis shows that the students score of vocabulary with
prefix in posttest improved after use Grammar Dominos Game especially for
re- and un-. Before treatment was given, these results showed the lowest
score. However, after gave treatment these scores are increase than before.
2. In the result of data analysis shows that the students score of vocabulary with
suffix in posttest improved after use Grammar Dominos Game especially for -
er, -ment, -ly, -ness, -ful, and -less. Before treatment was given, these results
are low. However, after giving treatment these scores is increase than before.
It means, after using Grammar Dominos Game, it gave the improvement to the
studentsโ mastery on vocabulary.
35
36
This means that the data of post-test as the final result gave significant
improvement. It was concluded that the use of Grammar Dominos Game was able
to give greater contribution in teaching English.
B. Suggestion
Based on the result of the data analysis and conclusion, the Researcher
proposes some suggestions as follows:
1. The English teachers are suggested that they apply Grammar Dominos
Game in teaching English.
2. The English teachers are suggested that they be creative in making game or
media that can help the students to increase their vocabulary.
3. This research puts emphasis on the studentsโ mastery on vocabulary.
Considering the positive outcome of the research, it is recommended that
similar research concerning the use of Grammar Dominos Game in
increasing the studentsโ vocabulary be carried out as well to complement the
findings of the research.
4. The suggested to the next Researcher to conduct related research with
different sample in order to widen its scope so that it can give input to the
previous as well as upcoming researches.
xiii
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xvi
CURRICULUM VITAE
KAMERIAH SARASWATI, was born on
November 19th, 1992 in Camba. She is the
third child from three sisters from the marriage
of her parents Arifin and Marawiayah. She
graduated her elementary school in 2005 at SD
No. 16 Inpres Ujung. She continued her study at
SMPN 1 Camba and graduated in 2008. Her
senior high school was at SMAN 1 Camba and
graduated in 2011. In 2011 year she continued her study at the Muhammadiyah
University of Makassar as the student of English Educational Department. And
she also together in UKM LKIM Pena (Unit Kegiatan Mahasiswa Lembaga
Kreativitas Ilmiah Mahassiswa Penelitian dan Penalaran) Unismuh Makassar and
in PIKOM IMM FKIP in 2012.
At the end of her study, she could finish her thesis with the title โThe
Effectiveness of Grammar Dominos Game to Increase the Studentsโ Mastery on
Vocabulary at Senior High School (An Experimental Research in the First Year
Students of SMKN 1 Pattallassang)โ.
Then, during a student, she had chalked several achievements in the field
of writing. She had been the fourth champion student writing competition held by
Kopertis Region IX in 2013, runner up 2 in scientific writing competition of al-
Qurโan at the national level at Airlangga University (Surabaya) in 2014, and
xvii
passed paper in the field of PKM-GT (Program Kreativitas Mahasiswa Gagasan
Tertulis) founded in 2015, which was held by Kemenristek Dikti RI. All cannot be
separated from the guidance and support of friends who call "Lkimers",
supervisor, assistance from the material of the campus, and of course prayers of
his parents.
Finally, before confirmed as S1 undergraduate English education, she
also became one of the authors was selected in writing short stories and poetry
contest that is held by the Ellunar Publisher at nasional level 2015. In the event,
she managed to get a short story then recorded and published by that publisher.
Gratitude to the Creator for any achievement she has obtained to date and it was
his greatest hope that someday she can achieve his goal to become a good writer.
Aamiin tsummma aamiin.
Alhamdulillahirabbilโaalamin, Billahi fii sabililhaq, fastabiqul khairat.
โDo Hard, Do Smart, Do Sincerely, Be Successโฆ!โ
xvii
APPENDIX A.1 (The Result of Studentsโ Pre-test)
No. Code
Name
Prefix Suffix Total
Score Re Un Er Ment Ly Ness Full Less
1. ABJ 4 4 12 4 4 8 0 0 36
2. AHA 0 0 12 4 0 8 4 0 28
3. ARS 4 4 12 4 4 8 0 0 36
4. ASM 4 4 12 0 0 8 0 12 40
5. EPS 4 0 12 4 4 12 0 4 40
6. FAF 4 0 8 4 4 12 4 0 36
7. HMZ 4 4 12 12 4 4 0 4 44
8. HSB 0 0 12 4 4 8 4 0 32
9. HSM 4 0 12 4 4 12 4 0 40
10. HAR 4 0 12 4 4 12 0 4 40
11. IRA 4 4 12 4 4 12 0 4 44
12. JUM 8 0 8 4 4 12 0 4 40
13. MEG 4 0 12 4 4 12 0 4 40
14. MHM 0 0 12 0 4 8 4 0 28
15. MUS 4 4 12 4 4 4 0 0 32
16. NEN 4 0 12 4 4 12 0 4 40
17. NUH 8 0 8 4 4 12 0 4 40
18. NUR 8 0 8 4 4 4 0 0 28
19. REA 4 4 12 4 4 12 0 4 44
20. SAE 4 4 12 8 4 4 0 8 44
21. SAF 4 4 12 4 4 8 0 0 36
22. SAR 0 0 12 4 4 12 0 4 36
23. SWM 8 0 12 4 4 12 0 4 44
24. SUN 8 0 12 0 0 0 0 0 20
25. SUR 4 0 12 4 4 12 0 4 40
26. ZUL 0 0 12 4 4 4 4 0 28
Total Score 104 36 296 104 92 232 24 68 956
Mean Score 4 1.4 11.4 4 3.5 8.9 0.9 2.6 36.8
xviii
APPENDIX A.2 (The Result of Studentsโ Post-test)
No. Code
Name
Prefix Suffix Total
Score Re Un Er Ment Ly Ness Full Less
1. ABJ 8 8 8 8 8 8 12 12 72
2. AHA 8 12 12 8 8 12 12 12 84
3. ARS 8 4 12 4 8 8 4 8 56
4. ASM 8 8 12 4 0 8 12 12 64
5. EPS 12 12 12 8 8 8 12 12 84
6. FAF 4 12 4 12 4 0 4 8 48
7. HMZ 8 12 8 8 8 8 8 12 72
8. HSB 8 12 12 4 0 0 8 12 56
9. HSM 8 8 8 8 4 8 4 4 52
10. HAR 12 8 12 12 12 8 8 12 84
11. IRA 8 8 12 12 8 12 12 12 84
12. JUM 8 12 12 8 4 8 8 12 72
13. MEG 8 12 12 12 4 0 4 12 64
14. MHM 4 12 4 4 0 4 12 12 52
15. MUS 8 12 4 4 8 8 12 8 64
16. NEN 12 8 12 8 8 8 8 8 72
17. NUH 8 8 8 4 0 4 4 12 48
18. NUR 8 12 12 8 4 8 4 12 68
19. REA 8 8 12 8 8 8 8 12 72
20. SAE 8 12 12 12 12 8 12 12 88
21. SAF 8 8 8 8 4 0 8 8 52
22. SAR 4 12 12 12 8 8 8 12 76
23. SWM 8 8 12 8 4 12 4 8 64
24. SUN 12 4 12 0 0 0 0 12 40
25. SUR 4 8 12 4 0 8 4 4 44
26. ZUL 12 8 12 4 8 8 8 12 72
Total Score 212 248 268 192 140 172 200 272 1704
Mean Score 8.1 9.5 10.3 7.3 5.3 18.1 7.7 10.5 65.5
xix
APPENDIX B (The Rate Precentage of Student Vocabulary with Prefix and
Suffix)
No. Prefix Suffix Pre-test
(%)
Post-tes
(%)
1. Re 13.54 27.60
2. Un 4.78 32.29
3. Er 3.85 34.89
4. Ment 13.54 25
5. Ly 11.97 18.22
6. Ness 26.72 36.75
7. Ful 3.12 26.04
8. Less 8.85 35.41
Total 86.37 236.2
Mean Score 10.79 29.52
xx
APPENDIX C (The Rate Percentage of Studentsโ Score)
No. Code
Name
Pre-test
(%)
Classifying Post-test
(%)
Classifying
1. ABJ 37.5 Very Poor 75 Fairly Good
2. AHA 21.2 Very Poor 87.5 Very Good
3. ARS 37.5 Very Poor 58.3 Fair
4. ASM 41.7 Very Poor 66.7 Fairly Good
5. EPS 41.7 Very Poor 87.5 Very Good
6. FAF 37.5 Very Poor 50 Poor
7. HMZ 45.8 Very Poor 75 Fairly Good
8. HSB 33.3 Very Poor 58.3 Fair
9. HSM 41.7 Very Poor 54.2 Fair
10. HAR 41.7 Very Poor 87.5 Very Good
11. IRA 45.8 Very Poor 87.5 Very Good
12. JUM 41.7 Very Poor 75 Fairly Good
13. MEG 41.7 Very Poor 66.7 Fairly Good
14. MHM 29.2 Very Poor 54.2 Fair
15. MUS 33.3 Very Poor 66.7 Fairly Good
16. NEN 41.7 Very Poor 75 Fairly Good
17. NUH 41.7 Very Poor 50 Poor
18. NUR 21.2 Very Poor 70.8 Fairly Good
19. REA 45.8 Very Poor 75 Fairly Good
20. SAE 45.8 Very Poor 91.7 Very Good
21. SAF 37.5 Very Poor 54.2 Poor
22. SAR 37.5 Very Poor 76.7 Good
23. SWM 45.8 Very Poor 66.7 Fairly Good
24. SUN 20.8 Very Poor 41.7 Very Poor
25. SUR 41.7 Very Poor 45.8 Very Poor
26. ZUL 29.7 Very Poor 75 Fairly Good
Total Score 980.5 1772.7
Mean Score 37.7 68.2
Improvement 30.5
xxi
APPENDIX E (The Difference Between the Matched Pairs)
No. Code Name Pre-test Post-tes D
(x2-x1)
D2
(x2-x1)2
1. ABJ 36 72 36 1296
2. AHA 28 84 56 3136
3. ARS 36 56 20 400
4. ASM 40 64 24 576
5. EPS 40 84 44 1936
6. FAF 36 48 12 144
7. HMZ 44 72 28 784
8. HSB 32 56 24 576
9. HSM 40 52 12 144
10. HAR 40 84 44 1936
11. IRA 44 84 40 1600
12. JUM 40 72 32 1024
13. MEG 40 64 24 576
14. MHM 28 52 24 576
15. MUS 32 64 32 1024
16. NEN 40 72 32 1024
17. NUH 40 48 8 16
18. NUR 28 68 40 1600
19. REA 44 72 28 784
20. SAE 44 88 44 1936
21. SAF 36 52 16 256
22. SAR 36 76 40 1600
23. SWM 44 64 20 400
24. SUN 20 40 20 400
25. SUR 40 44 4 16
26. ZUL 28 72 44 1936
Total Score 956 1704 748 25696
Mean Score 37.8 65.5 28.8 988.3
xxii
APPENDIX F (The Rate Percentage of Pre-Test and Post-Test Score)
No. Classification Pre-Test Post-Test
F % F %
1. Excellent (96-100) 0 0 % 0 0 %
2. Very Good (86-95) 0 0 % 5 19.23 %
3. Good (76-85) 0 0 % 1 3.85 %
4. Fairly Good (66-75) 0 0 % 11 42.31 %
5. Fair (56-65) 0 0 % 4 15.38 %
6. Poor (46-55) 0 0 % 3 11.54 %
7. Very Poor (0-45) 26 100 % 2 7.69 %
Total 26 100 % 26 100 %
APPENDIX G (Improvement Percentage of Pre-test and Post-test Score)
Variabel Mean Score
Improvement Pre-test Post-test
Vocabulary 37.7 68.2 30.5
APPENDIX H (t-Test of the Students Result)
Data t-Test Score t-Table Comparison Classification
Studentsโ
Mastery on
Vocabulary
4.38 1.708 t-test > t-table
4.38 > 1.708 Significant
xxiii
APPENDIX I (Finding Mean Score and t-test)
Finding Main Score:
๏ฟฝฬ ๏ฟฝ =โ๐
๐
- Pre-test
๏ฟฝฬ ๏ฟฝ =956
26
๏ฟฝฬ ๏ฟฝ = 36.8
- Post-tes
๏ฟฝฬ ๏ฟฝ =1704
26
๏ฟฝฬ ๏ฟฝ = 65.5
Finding t-Test:
t =Dฬ
โโD2 โ(โD)2
NN(N โ 1)
t =๐๐๐. ๐
โ660284416 โ660284416
226(26 โ 1)
t =988.3
โ660284416 โ 3301422086500
t =988.3
โ3301422086500
t =988.3
225.3
t = 4.38
xxiv
APPENDIX J (t-Table (dk = 1 โ 40))
Pr
df
0.25 0.10 0.05 0.025 0.01 0.005 0.001
0.50 0.20 0.10 0.050 0.02 0.010 0.002
1 1.00000 3.07768 6.31375 12.70620 31.82052 63.65674 318.30884
2 0.81650 1.88562 2.91999 4.30265 6.96456 9.92484 22.32712
3 0.76489 1.63774 2.35336 3.18245 4.54070 5.84091 10.21453
4 0.74070 1.53321 2.13185 2.77645 3.74695 4.60409 7.17318
5 0.72669 1.47588 2.01505 2.57058 3.36493 4.03214 5.89343
6 0.71756 1.43976 1.94318 2.44691 3.14267 3.70743 5.20763
7 0.71114 1.41492 1.89458 2.36462 2.99795 3.49948 4.78529
8 0.70639 1.39682 1.85955 2.30600 2.89646 3.35539 4.50079
9 0.70272 1.38303 1.83311 2.26216 2.82144 3.24984 4.29681
10 0.69981 1.37218 1.81246 2.22814 2.76377 3.16927 4.14370
11 0.69745 1.36343 1.79588 2.20099 2.71808 3.10581 4.02470
12 0.69548 1.35622 1.78229 2.17881 2.68100 3.05454 3.92963
13 0.69383 1.35017 1.77093 2.16037 2.65031 3.01228 3.85198
14 0.69242 1.34503 1.76131 2.14479 2.62449 2.97684 3.78739
15 0.69120 1.34061 1.75305 2.13145 2.60248 2.94671 3.73283
16 0.69013 1.33676 1.74588 2.11991 2.58349 2.92078 3.68615
17 0.68920 1.33338 1.73961 2.10982 2.56693 2.89823 3.64577
18 0.68836 1.33039 1.73406 2.10092 2.55238 2.87844 3.61048
19 0.68762 1.32773 1.72913 2.09302 2.53948 2.86093 3.57940
20 0.68695 1.32534 1.72472 2.08596 2.52798 2.84534 3.55181
21 0.68635 1.32319 1.72074 2.07961 2.51765 2.83136 3.52715
22 0.68581 1.32124 1.71714 2.07387 2.50832 2.81876 3.50499
23 0.68531 1.31946 1.71387 2.06866 2.49987 2.80734 3.48496
24 0.68485 1.31784 1.71088 2.06390 2.49216 2.79694 3.46678
25 0.68443 1.31635 1.70814 2.05954 2.48511 2.78744 3.45019
26 0.68404 1.31497 1.70562 2.05553 2.47863 2.77871 3.43500
27 0.68368 1.31370 1.70329 2.05183 2.47266 2.77068 3.42103
28 0.68335 1.31253 1.70113 2.04841 2.46714 2.76326 3.40816
xxv
29 0.68304 1.31143 1.69913 2.04523 2.46202 2.75639 3.39624
30 0.68276 1.31042 1.69726 2.04227 2.45726 2.75000 3.38518
31 0.68249 1.30946 1.69552 2.03951 2.45282 2.74404 3.37490
32 0.68223 1.30857 1.69389 2.03693 2.44868 2.73848 3.36531
33 0.68200 1.30774 1.69236 2.03452 2.44479 2.73328 3.35634
34 0.68177 1.30695 1.69092 2.03224 2.44115 2.72839 3.34793
35 0.68156 1.30621 1.68957 2.03011 2.43772 2.72381 3.34005
36 0.68137 1.30551 1.68830 2.02809 2.43449 2.71948 3.33262
37 0.68118 1.30485 1.68709 2.02619 2.43145 2.71541 3.32563
38 0.68100 1.30423 1.68595 2.02439 2.42857 2.71156 3.31903
39 0.68083 1.30364 1.68488 2.02269 2.42584 2.70791 3.31279
40 0.68067 1.30308 1.68385 2.02108 2.42326 2.70446 3.30688
xxvi
APPENDIX K (Studentsโ Attendance)
No. Code
Name Name Gender
Attendance
Pre-
test Treatment Post-
test
1. ABJ Abd. Jalil Male 1 2 3 4 5 6
2. AHA Ahmad Ali Male โ โ โ โ โ โ
3. ARS Arneta Soniasyah Female โ โ โ โ โ โ
4. ASM Asmawati Female โ โ โ โ โ โ
5. EPS Endas Parmun Sam Female โ โ โ โ โ โ
6. FAF Fadila Frischa Female โ a โ โ a โ
7. HMZ Hamzah Male โ โ โ โ โ โ
8. HSB Hasbullah Male โ โ โ โ โ โ
9. HSM Hasmila Female โ โ โ โ โ โ
10. HAR Hikma Anugerah Rani Female โ โ โ โ โ โ
11. IRA Irawati Female โ โ โ โ โ โ
12. JUM Jumaisa Female โ โ โ โ โ โ
13. MEG Mega Female โ โ โ โ โ โ
14. MHM Muh. Hamdan M. Male โ โ โ โ โ โ
15. MUS Muhtar Sainuddin Male โ โ โ โ โ โ
16. NEN Nengsih Female โ โ โ โ โ โ
17. NUH Nur Hikma Female โ โ a โ โ โ
18. NUR Nur Riska Female โ โ โ โ โ โ
19. REA Reski Aldianti Female โ โ โ โ โ โ
20. SAE Saenuddin Male โ โ โ โ โ โ
21. SAF Safira Female โ โ โ โ a โ
22. SAR Sarmila Female โ โ โ โ โ โ
23. SWM Sri Wahyuni M. Female โ โ โ โ โ โ
24. SUN Sumarni N. Female โ โ โ โ โ โ
25. SUR Suriyani Female โ โ โ โ โ โ
26. ZUL Zulkifli Has Male โ โ โ โ โ โ
Pretest
Name :
No. :
1. Link the prefix in the left box with the word in the right box based on the meaning
given!
Meaning: Membangun Kembali Meaning: Mengingat, Menarik Kembali
Meaning: Bangkit kembali Meaning: Mengisi kembali
2. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Guru Meaning: Pelari
Meaning: Peminum Meaning: Penyapu
Re
Un
Dis
Make
Build
Re
Un
Dis
Pul
Call
Take
Re
Un
Dis
Birth
Stand
Up
Re
Un
Dis
Volume
Star
Load
Stand
Teach
Write
Speak
es
er
Go
Walk
Run
es
er
ed
Thing
Drink
Mix
er
ed
es
Sweep
Sleep
Sweem Sweem
ed
es
er
ed
3. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Kesenangan Meaning: Gerakan
Meaning: Penyajian Meaning: Keheranan
4. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Dengan segar bugar Meaning: Dengan susah
Meaning: Pelan-pelan Meaning: Dengan hebat
Enjoy
Arrange
Agree
est
ment
Love
Move
Cook
ment
ing
est
Make
Present
Show
est
ing
ment
wonder
Shock
Surprise
ment
est
ing
ing
Healthy
Fresh
Strong
ing
ly
Card
Hard
Dark
ly
ic
ing
Bright
Shine
Attractive
ly
ic
ing
Soft
Late
Quick
ing
ly
ic
ic
5. Link the prefix in the left box with the word in the right box based on the meaning
given!
Meaning: Tidak takut Meaning: Tidak dituliskan
Meaning: Tak dapat, tak sanggup Meaning: Membuka
6. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Kegelapan Meaning: Keadaan siap
Meaning: Kecerahan Meaning: Kebersihan
un
in
dis
bold
afraid
in
un
dis
write
written
wrote
dis
in
un
able
can
capable
un
dis
in
open
take
close
brave
Dark
Hard
Park
es
ness
Ready
Read
Red
ness
est
es
Sun
Shine
Bright
es
ness
est
Clear
Clean
Sharp
est
es
ness
est
7. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Indah, cantik Meaning: Riang, gembira
Meaning: Bersemangat Meaning: Tenang, tentram, damai
8. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Tanpa pengharapan Meaning: Yang tak ada habisnya
Meaning: Sembrono Meaning: Tak bernyawa
Beauty
Pretty
Handsome
y
ful
Cheer
Happy
Thin
ful
ly
y
Happy
Color
Strong
y
ly
ful
Quite
Calm
Peace
y
ful
ly
ly
Help
Hope
Holy
en
less
End
Finish
Complite
less
en
ness
Care
Mussy
Help
ness
less
en
Die
Live
Life
en
ness
less
ness
Posttest
Name :
No. :
1. Link the prefix in the left box with the word in the right box based on the meaning
given!
Meaning: Membayar Kembali Meaning: Mencetak Kembali
Meaning: Memikirkan kembali Meaning: Mengembalikan
2. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Guru Meaning: Pemenang
Meaning: Pembaca Meaning: Pendengar
Re
Un
Dis
Give
Pay
Re
Un
Dis
Pul
Take
Re
Un
Dis
Think
Stand
Up
Re
Un
Dis
Down
Back
Turn
Make
Drawer
Write
Speak
es
er
Go
Win
Run
es
er
ed
Read
Drink
Mix
er
ed
es
Ear
Listen
Sweem Speak
ed
es
er
ed
3. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Perkembangan Meaning: Lantai Bawah Tanah
Meaning: Pengelolaan Meaning: Hukuman
4. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Dengan Mudah Meaning: Sungguh-Sungguh
Meaning: Secara salah, Tidak tepat, Meaning: Dengan Lemah
Develop
Arrange
Agree
est
ment
Take
Base
Make
ment
ing
est
Arrange
Present
Manage
est
ing
ment
Punish
Shock
Surprise
ment
est
ing
ing
Easy
Fresh
Strong
ing
ly
Honest
True
Lie
ly
ic
ing
Right
Wrong
False
ly
ic
ing
Strong
Weak
Week
ing
ly
ic
ic
5. Link the prefix in the left box with the word in the right box based on the meaning
given!
Meaning: Tidak terang, belum jelas Meaning: Tidak dipotong
Meaning: Tidak Bahagia Meaning: Tidak dibaca
6. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Kebaikan Meaning: Kebuta-an
Meaning: Kebaikan Meaning: Kepandaian, kepintaran
un
in
dis
clean
clear
in
un
dis
cute
cut
slice
dis
in
un
cheer
happy
color
un
dis
in
read
red
ready
close
Good
God
Goody
es
ness
Blind
Blood
Book
ness
est
es
Skin
Kid
Kind
es
ness
est
Clear
Cleaver
Cheer
est
es
ness
est
7. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Berhasil Meaning: Sangat Kuat
Meaning: Pelupa Meaning: Berguna
8. Link the word in the left box with the suffix in the right box based on the meaning
given!
Meaning: Tak berguna Meaning: Tanpa nama
Meaning: Hambar, tak berasa Meaning: Tanpa warna
Success
Shock
Rich
y
ful
Bowl
Power
Thin
ful
ly
y
Call
Remember
Forget
y
ly
ful
Usury
User
Use
y
ful
ly
ly
Use
Hope
Holy
en
less
Make
Take
Name
less
en
ness
Take
Taste
Test
ness
less
en
Pink
Blue
Color
en
ness
less
ness
RENCANA PELAKSANAAN PEMBELAJARAN
Nama Sekolah : SMKN 1 Patallassang
Mata Pelajaran : Bahasa Inggris
Kelas/Semester : X. TKJ 3 / 1 (Satu)
Skill : Grammar-Vocabulary
Materi Ajar : Prefix and Suffix
Alokasi Waktu : 8 x 45 Menit (4 x Pertemuan)
Standar Kompetensi
Memahami makna dalam percakapan transaksional/ interpersonal resmi
dalam konteks kehidupan sehari-hari
Kompetensi Dasar
Menguasai kata-kata baru yang diperoleh melalui Grammar Dominos Game
dan merepresentasikannya dalam kalimat.
Indikator
1. Menyebutkan kosa kata yang berbentuk verbs (kata kerja), nouns (kata
benda), dan adjective (kata sifat) beserta dengan terjemahannya dalam
Bahasa Indonesia.
2. Mengembangkan kosa kata yang berbentuk verbs (kata kerja), nouns (kata
benda), dan adjective (kata sifat) beserta dengan terjemahannya dalam
Bahasa Indonesia melalui penambahana prefix dan suffix.
I. Tujuan Pembelajaran
1. Siswa dapat menyebutkan kosa kata yang berbentuk verbs (kata kerja),
nouns (kata benda), dan adjective (kata sifat) beserta dengan terjemahannya.
2. Siswa dapat mengembangkan kosa kata yang berbentuk verbs (kata kerja),
nouns (kata benda), dan adjective (kata sifat) beserta dengan terjemahannya
dalam Bahasa Indonesia melalui penambahana prefix dan suffix.
II. Metode Pembelajaran
Grammar Dominos Game
III. Langkah-langkah Kegiatan Pembelajaran
1. Kegiatan awal (10 menit)
a. Salam dan tegur sapa
b. Mengabsen siswa
c. Apresiasi
d. Review pelajaran sebelumnya
2. Kegiatan Inti (70 menit)
a. Memberikan penjelasan tentang prefix and suffix.
b. Memberikan penjelasan tentang penerapan Grammar Dominos Game.
c. Mengikuti langkah-langkah penerapan Grammar Dominos Game yang
telah dijelaskan oleh guru yaitu:
1) Guru Menyiapkan kartu domino berisi kosa kata, yang terbagi atas
verb, noun, dan adjective. Selain itu guru jga menyiapakan kartu
domino khusus prefix and suffix.
2) Guru membagi siswa dalam kelompok.
3) Setiap kelompok mendapatkan kartu dominos secara acak.
4) Setiap kelompok menyusun kartu-kartu tersebut menjadi kosakata
baru, yaitu menyusun kosakata dasar dengan prefix and suffix
yang ada pada masing-masing domino.
5) Setiap kelompok mencatat jumlah kosakata yang ditemukan dan
sesuai dengan pasangan kartu masing-masing.
6) Setiap kelompok wajib mengetahui terjemahan kosakata yang
disusun.
7) Setiap kelompok menyebutkan kata-kata yang mereka temukan
beserta terjemahannya.
3. Kegiatan Akhir (90)
Melakukan evaluasi guna memperkuat memori siswa terhadap kosakata
yang baru mereka pelajari.
III. Media dan Sumber Bahan Ajar
Media : Kartu Domino Prefix and Suffix
Sumber bahan ajar : Kamus dan bahan ajar lain yang relevan
IV. Penilaian
a. Tugas Kelompok
b. Kemampuan mengingat kosa kata individu
V. Pedoman Penilaian
Score โ โ๐ถ๐๐๐๐๐๐ก ๐๐ข๐๐๐๐
๐๐๐๐๐ร 100
Makassar, Oktober 2015
Diketahui,
Guru Bidang Studi
Hj. Surfyati, S.Pd
Mahasiswa Peneliti
Kameriah Saraswati
Mengetahui,
Kepala Sekolah
SMKN 1 Pattallassang
Drs. A. Abd. Aziz YD, M.Mpd.
TEACHING MATERIAL
1. First Meeting
Topics:
a. Prefixes (Re-), Often adds the meaning โbackโ or โagainโ
Rebuild Membangun kembali
Recall Mengingat, menarik kembali
Rebirth Lahir/ bangkit kembali
Reborn Dilahirkan kembali
Reload Mengisi lagi
Remake Membuat lagi
Remarry Kawin lagi
Remodel Membentuk lagi, mengubah bentuk
Reorganize Mengorganisir kembali
Repay Membayar kembali
Reprint Cetak ulang
Rerun Memutar kembali, pertunjukan ulang
Resign Menandatangani kembali
Rethink Memikirkan kembali
Return Mengembalikan
Review Memeriksa/ meninjau lagi
Retell Menceritakan kembali
b. Suffixes (Verb to Noun: -er ; -ment)
1) -er: often added to verbs indicate the person or thing that does the
action
Teacher Guru
Writer Penulis
Speaker Pembicara
Runner Pelari
Player Pemain
Maker pembuat
Burner Alat pembakar
Cooker Pamci pemasak makanan
Drinker Peminum
Sweeper Penyapu, alat penyapu
Sleeper Orang yang tidur
Swimmer Perenang
Walker Orang yang berjalan kaki
Eater Pemakan
Watcher Pengintai
Singer Penyanyi
Jumper Pelompat
Reader Pembaca
Listener Pendengar
Dreamer Penghayal, pemimpi
Drawer Ahli gambar
Catcher Penangkap bola
Cutter Tukang potong, pemotong
Digger Seorang penggali, alat penggali
Driver Supir, pengemudi
Fighter Pejuang
Grower Penanam
Hanger Gantungan
Keeper Pengawas
Loser Orang yang kalah
Teller Kasir
Winner Pemenang
2) -ment: commonly added to words and turns those words into nouns
Enjoyement Kesenangan
Arrangement Persiapan, pengaturan
Agreement Persetujuan
Achievement Prestasi
Agreement Perjanjian
Apartment Apartemen
Argument Argumen
Basement Lantai bawah tanah
Commitment Komitmen
Enjoyment Kenikmatan
Entertainment Hiburan
Management Pengelolaan
Movement Gerakan
Payment Pembayaran
Presentment Penyajian
Punishment Hukuman
Treatment Pengobatan
Wonderment Keheranan
Development Perkembangan
c. Suffixes (Adjective to Adverb: -ly), commonly added to words to change
them onto adverb
Healthily Dengan segar bugar
Hardly Dengan susah
Softly Pelan-pelan
Sadly Amat sayang, keliru sekali
Sickly Sakit-sakitan
Easily Dengan mudah
Brightly Dengan hebat
Bravely Dengan berani
Absently Dengan absen
Angrily Dengan marah
Attractively Dengan menarik
Calmly dengan santai
Clearly Dengan jelas
Darkly Dalam gelap
Honestly Terus terang
Hotly Dengan semangat
Kindly Dengan baik hati
Loudly Dengan nyaring
Quickly Dengan cepat
Slowly Pelan-pelan
Truly Sungguh-sungguh
surely Tentu saja, sungguh pasti
Warmly Dengan hangat
Usually Biasanya
Weakly Dengan lemah
Wrongly Keliru, salah
2. Second Meeting
Topics:
a. Prefixes (Re-), Often adds the meaning โbackโ or โagainโ
Rebuild Membangun kembali
Recall Mengingat, menarik kembali
Rebirth Lahir/ bangkit kembali
Reborn Dilahirkan kembali
Reload Mengisi lagi
Remake Membuat lagi
Remarry Kawin lagi
Remodel Membentuk lagi, mengubah bentuk
Reorganize Mengorganisir kembali
Repay Membayar kembali
Reprint Cetak ulang
Rerun Memutar kembali, pertunjukan ulang
Resign Menandatangani kembali
Rethink Memikirkan kembali
Return Mengembalikan
Review Memeriksa/ meninjau lagi
Retell Menceritakan kembali
b. Suffixes (Verb to Noun: -er ; -ment)
1) -er: often added to verbs indicate the person or thing that does the
action
Teacher Guru
Writer Penulis
Speaker Pembicara
Runner Pelari
Player Pemain
Maker pembuat
Burner Alat pembakar
Cooker Pamci pemasak makanan
Drinker Peminum
Sweeper Penyapu, alat penyapu
Sleeper Orang yang tidur
Swimmer Perenang
Walker Orang yang berjalan kaki
Eater Pemakan
Watcher Pengintai
Singer Penyanyi
Jumper Pelompat
Reader Pembaca
Listener Pendengar
Dreamer Penghayal, pemimpi
Drawer Ahli gambar
Catcher Penangkap bola
Cutter Tukang potong, pemotong
Digger Seorang penggali, alat penggali
Driver Supir, pengemudi
Fighter Pejuang
Grower Penanam
Hanger Gantungan
Keeper Pengawas
Loser Orang yang kalah
Teller Kasir
Winner Pemenang
2) -ment: commonly added to words and turns those words into nouns
Enjoyement Kesenangan
Arrangement Persiapan, pengaturan
Agreement Persetujuan
Achievement Prestasi
Agreement Perjanjian
Apartment Apartemen
Argument Argumen
Basement Lantai bawah tanah
Commitment Komitmen
Enjoyment Kenikmatan
Entertainment Hiburan
Management Pengelolaan
Movement Gerakan
Payment Pembayaran
Presentment Penyajian
Punishment Hukuman
Treatment Pengobatan
Wonderment Keheranan
Development Perkembangan
c. Suffixes (Adjective to Adverb: -ly), commonly added to words to change
them onto adverb
Healthily Dengan segar bugar
Hardly Dengan susah
Softly Pelan-pelan
Sadly Amat sayang, keliru sekali
Sickly Sakit-sakitan
Easily Dengan mudah
Brightly Dengan hebat
Bravely Dengan berani
Absently Dengan absen
Angrily Dengan marah
Attractively Dengan menarik
Calmly dengan santai
Clearly Dengan jelas
Darkly Dalam gelap
Honestly Terus terang
Hotly Dengan semangat
Kindly Dengan baik hati
Loudly Dengan nyaring
Quickly Dengan cepat
Slowly Pelan-pelan
Truly Sungguh-sungguh
surely Tentu saja, sungguh pasti
Warmly Dengan hangat
Usually Biasanya
Weakly Dengan lemah
Wrongly Keliru, salah
3. Third Meeting
Topic:
a. Prefix (Un-), Often adds the meaning โnotโ or changes the word into its
opposite
Unafraid Tidak takut
Unwritten Tidak dituliskan
Unable Tak dapat, tak sanggup
Unbalance Keadaan tidak seimbang
Unborn Belum lahir
Unclean Tak bersih, kotor
Unclear Tidak terang, belum jelas
Unalive Tidak bersemangat, patah semangat
Uncertain Tak menentu, tak pasti, ragu-ragu
Unclose Membuka
Uncut Tak dipotong
Unequal Tidak sama
Unfamiliar Tidak biasa, tak kenal
Unfair Tidak jujur
Unfaith Tidak jujur
Unhandsome Tidak tampan
Unhappy Tidak bahagia, malang
Unholy Tak suci
Unhuman Tak berperikemanusiaan
Unlucky Sial, celaka
Unmake Membatalkan
Unread Tak dibaca
Unroll Membuka gulungan
Unsay Tidak berkata
Unsure Tak pasti
Unwell Tak enak badan
b. Suffixes (Adjective to Noun: -ness;), change adjective into nouns. โyโ
changes to โiโ when โnessโ is added.
Darkness Kegelapan
Readiness Keadaan siap
Happiness Kebahagiaan
Brightness Kecerahan
Cleanness Kebersihan
Bitterness Kepahitan
Goodness Kebaikan, kebijakan
Greatness Kebesaran, kejayaan
Kindness Kebaikan hati, jasa
Loneliness Kesepian
Sickness Penyakit
Thickness Ketebalan
Blindness Kebutaan
Cleverness Kepandaian, kepintaran
Calmness Ketenangan
c. Suffixes (Verb to Adjective: -ful; -less)
1) -ful: add positive meaning to words
Beautiful Indah, cantik
Helpful Suka menolong, bermanfaat, berguna
Meaningful Berarti, penuh dengan arti
Fruitful Berhasil, subur
Grateful Berterimakasih
Cheerful Riang, gembira
Colorful Bersemangat
Peaceful Tenang, tentram, damai
Skillful Mahir, cekatan, cakap
Successful Berhasil
Careful Berhati-hati
Forgetful Pelupa
Fearful Takut, menakutkan
Hopeful Penuh harapan
Powerful Sangat kuat
Thankful Bersyukur
Useful Berguna, bermanfaat
Wonderful Sangat bagus
2) -less: add negative meaning to words
Helpless Tanpa pengharapan
Meaningless Tak berarti
Doubtless Pasti, yakin
Colorless Tanpa warna
Endless Yang tak ada habis-habisnya, yang tidak
ada akhirnya
Fearless Tidak takut
Hopeless Tidak ada harapan, putus asa
Lifeless Tak bernyawa
Tasteless Hambar, tawar
Useless Tak berguna, tak bermanfaat
Nameless Tak dikenal, tanpa nama
Careless Tanpa tanggungjawab
Needless Tiada gunanya
Worthless Tidak berharga, tidak bernilai
Motionless Tak bergerak
4. Fourth Meeting
Topic:
a. Prefix (Un-), Often adds the meaning โnotโ or changes the word into its
opposite
Unafraid Tidak takut
Unwritten Tidak dituliskan
Unable Tak dapat, tak sanggup
Unbalance Keadaan tidak seimbang
Unborn Belum lahir
Unclean Tak bersih, kotor
Unclear Tidak terang, belum jelas
Unalive Tidak bersemangat, patah semangat
Uncertain Tak menentu, tak pasti, ragu-ragu
Unclose Membuka
Uncut Tak dipotong
Unequal Tidak sama
Unfamiliar Tidak biasa, tak kenal
Unfair Tidak jujur
Unfaith Tidak jujur
Unhandsome Tidak tampan
Unhappy Tidak bahagia, malang
Unholy Tak suci
Unhuman Tak berperikemanusiaan
Unlucky Sial, celaka
Unmake Membatalkan
Unread Tak dibaca
Unroll Membuka gulungan
Unsay Tidak berkata
Unsure Tak pasti
Unwell Tak enak badan
b. Suffixes (Adjective to Noun: -ness;), change adjective into nouns. โyโ
changes to โiโ when โnessโ is added.
Darkness Kegelapan
Readiness Keadaan siap
Happiness Kebahagiaan
Brightness Kecerahan
Cleanness Kebersihan
Bitterness Kepahitan
Goodness Kebaikan, kebijakan
Greatness Kebesaran, kejayaan
Kindness Kebaikan hati, jasa
Loneliness Kesepian
Sickness Penyakit
Thickness Ketebalan
Blindness Kebutaan
Cleverness Kepandaian, kepintaran
Calmness Ketenangan
c. Suffixes (Verb to Adjective: -ful; -less)
1) -ful: add positive meaning to words
Beautiful Indah, cantik
Helpful Suka menolong, bermanfaat, berguna
Meaningful Berarti, penuh dengan arti
Fruitful Berhasil, subur
Grateful Berterimakasih
Cheerful Riang, gembira
Colorful Bersemangat
Peaceful Tenang, tentram, damai
Skillful Mahir, cekatan, cakap
Successful Berhasil
Careful Berhati-hati
Forgetful Pelupa
Fearful Takut, menakutkan
Hopeful Penuh harapan
Powerful Sangat kuat
Thankful Bersyukur
Useful Berguna, bermanfaat
Wonderful Sangat bagus
2) -less: add negative meaning to words
Helpless Tanpa pengharapan
Meaningless Tak berarti
Careless Sembrono, sembarangan
Colorless Tanpa warna
Endless Yang tak ada habis-habisnya, yang tidak
ada akhirnya
Fearless Tidak takut
Hopeless Tidak ada harapan, putus asa
Lifeless Tak bernyawa
Tasteless Hambar, tawar
Useless Tak berguna, tak bermanfaat
Nameless Tak dikenal, tanpa nama
Careless Tanpa tanggungjawab
Needless Tiada gunanya