A Sentence-to-Sentence Clustering Procedure for Pattern Analysis
USING FUN SENTENCE GAME TO MOTIVATE THE ...
-
Upload
khangminh22 -
Category
Documents
-
view
5 -
download
0
Transcript of USING FUN SENTENCE GAME TO MOTIVATE THE ...
USING FUN SENTENCE GAME TO MOTIVATE
THE SEVENTH GRADE STUDENTS OF SMP NEGERI 15
YOGYAKARTA TO LEARN ENGLISH
A SARJANA PENDIDIKAN THESIS
Presented as Partial Fulfillment of the Requirements
to Obtain the Sarjana Pendidikan Degree
in English Language Education
By
Frederica Cynthia Aviolita
Student Number: 131214014
ENGLISH LANGUAGE EDUCATION STUDY PROGRAM
DEPARTMENT OF LANGUAGE AND ARTS EDUCATION
FACULTY OF TEACHERS TRAINING AND EDUCATION
SANATA DHARMA UNIVERSITY
YOGYAKARTA
2018
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
i
USING FUN SENTENCE GAME TO MOTIVATE
THE SEVENTH GRADE STUDENTS OF SMP NEGERI 15
YOGYAKARTA TO LEARN ENGLISH
A SARJANA PENDIDIKAN THESIS
Presented as Partial Fulfillment of the Requirements
to Obtain the Sarjana Pendidikan Degree
in English Language Education
By
Frederica Cynthia Aviolita
Student Number: 131214014
ENGLISH LANGUAGE EDUCATION STUDY PROGRAM
DEPARTMENT OF LANGUAGE AND ARTS EDUCATION
FACULTY OF TEACHERS TRAINING AND EDUCATION
SANATA DHARMA UNIVERSITY
YOGYAKARTA
2018
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
ii
A Sarjana Pendidikan Thesis on
USING FUN SENTENCE GAME TO MOTIVATE
THE SEVENTH GRADE STUDENTS OF SMP NEGERI 15
YOGYAKARTA TO LEARN ENGLISH
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
iii
A Sarjana Pendidikan Thesis on
USING FUN SENTENCE GAME TO MOTIVATE
THE SEVENTH GRADE STUDENTS OF SMP NEGERI 15
YOGYAKARTA TO LEARN ENGLISH
By
FREDERICA CYNTHIA AVIOLITA
Student Number: 131214014
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
iv
STATEMENT OF WORK’S ORIGINALITY
I honestly declare that this thesis, which I have written, does not contain the work
or parts of the work of other people, except those cited in the quotations and the
references, as a scientific paper should.
Yogyakarta, 12 July 2018
The Writer
Frederica Cynthia Aviolita
131214014
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
v
LEMBAR PERNYATAAN PERSETUJUAN
PUBLIKASI KARYA ILMIAH UNTUK KEPENTINGAN AKADEMIS
Yang bertanda tangan di bawah ini, saya mahasiswa Universitan Sanata Dharma
Nama : Frederica Cynthia Aviolita
Nomor Mahasiswa : 131214014
Demi pengembangan ilmu pengetahuan, saya memberikan kepada Perpustakaan
Universitas Sanata Dharma karya ilmiah saya yang berjudul:
USING FUN SENTENCE GAME TO MOTIVATE
THE SEVENTH GRADE STUDENTS OF SMP NEGERI 15
YOGYAKARTA TO LEARN ENGLISH
beserta perangkat yang diperlukan (bila ada). Dengan demikian saya memberikan
kepada Perpustakaan Universitas Sanata Dharma hak untuk menyimpan,
mengalihkan dalam bentuk media lain, mengelolanya dalam bentuk pangkalan
data, mendistribusikan secara terbatas, dan mempublikasikannya di Internet atau
media lain untuk kepentingan akademis tanpa perlu meminta ijin dari saya
maupun memberikan royalti kepada saya selama tetap mencantumkan nama saya
sebagai penulis.
Demikian pernyataan ini yang saya buat dengan sebenarnya.
Dibuat di Yogyakarta
Pada tanggal: 12 Juli 2018
Yang menyatakan
Frederica Cynthia Aviolita
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
vi
ABSTRACT
Aviolita, Frederica Cynthia. 2018. Using Fun Sentence Game to Motivate the
Seventh Grade Students of SMP Negeri 15 Yogyakarta to Learn English.
Yogyakarta: English Language Education Study Program. Department of
Language and Arts Education, Faculty of Teachers Training and Education,
Sanata Dharma University.
SMP Negeri 15 Yogyakarta is one of the schools in Yogyakarta which has
problem in English speaking process. The teachers in this school cannot speak
English too much during the learning process. It is because the students cannot
understand what their teachers are talking about if the teachers speak in English.
Especially for the seventh grade students, they love fun learning activities.
Therefore, the teacher needs to make a fun learning activites. A game can be a
good way to help the students in English learning process.
In this case, the researcher implemented Fun Sentence Game to motivate
the seventh grade students of SMP Negeri 15 Yogyakarta in learning English.
There are two research questions in this research which are (1) How can Fun
Sentence Game motivate the seventh grade students to speak English? and (2)
How do the SMP Negeri 15 Yogyakarta’s students perceive the use of Fun
Sentence Game in their English learning process?
This research is a Classroom Action Research (CAR). The researcher used
the theory from Kemmis and Mc Taggart (1992). The researcher did three cycles
in this research. Every cycle had four stages which were plan, action, observation,
and reflection. The research was conducted in March 2017 until August 2017. The
participants of this research were 35 students of 7C and an English Teacher of
SMP Negeri 15 Yogyakarta. The researcher used three instruments to gather the
data which were observation, questionnaire, and interview.
The result of this research showed that Fun Sentence Game motivates the
students in English learning process. Fun Sentence Game also increased the
students’ self-confidence. The students showed the progression in every cycle.
The progression showed that the students had motivation and self-confidence to
speak in English. Therefore, Fun Sentence Game can motivate the students to
learn English.
keywords: Fun Sentence Game, motivation, self confidence
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
vii
ABSTRAK
Aviolita, Frederica Cynthia. 2018. Using Fun Sentence Game to Motivate the
Seventh Grade Students of SMP Negeri 15 Yogyakarta to Learn English.
Yogyakarta: Program Studi Pendidikan Bahasa Inggris, Jurusan Pendidikan
Bahasa dan Seni, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Sanata
Dharma.
SMP Negeri 15 Yogyakarta merupakan satu dari sekolah - sekolah di
Yogyakarta yang mempunyai masalah pada kemampuan berbicara dalam Bahasa
Inggris. Di sekolah ini, guru tidak dapat sering berbicara dalam Bahasa Inggris
saat melakukan proses pembelajaran. Hal ini dikarenakan para murid tidak benar-
benar memahami tentang apa yang dibicarakan oleh guru mereka dalam Bahasa
Inggris. Terutama untuk murid kelas tujuh, murid di kelas ini menyukai aktivitas
yang menyenangkan. Dengan begitu, guru membutuhkan aktivitas yang
menyenangkan dalam pembelajaran Bahasa Inggris. Permainan bisa menjadi cara
yang baik dalam pembelajaran Bahasa Inggris.
Pada kasus ini, peneliti mengimplementasikan Fun Sentence Game untuk
memotivasi siswa kelas tujuh SMP Negeri 15 Yogyakarta untuk belajar Bahasa
Inggris. Ada dua pertanyaan penelitian yaitu (1) Bagaimana Fun Sentence Game
dapat memotivasi siswa kelas tujuh dalam berbicara Bahasa Inggris? dan (2)
Bagaimana persepsi siswa SMP Negeri 15 Yogyakarta dalam menggunakan Fun
Sentence Game di dalam pembelajaran Bahasa Inggris?
Dalam penelitian ini, peneliti mengimplementasikan penelitian tindakan
kelas oleh Kemmis dan Mc Taggart (1992). Peneliti melakukan tiga siklus dalam
penelitian ini. Setiap siklus mempunya empat tahapan yaitu perencanaan,
tindakan, observasi dan refleksi. Penelitian dilakukan pada Maret 2017 sampai
Agustus 2017. Peserta dari penelitian ini adalah 35 siswa kelas 7C dan satu guru
Bahasa Inggris SMP Negeri 15 Yogyakarta. Peneliti menggunakan tiga instrumen
dalam pengumpulan data yaitu observasi, kuesioner, dan wawancara.
Hasil dari penelitian memperlihatkan bahwa Fun Sentence Game
memotivasi siswa dalam pelajaran Bahasa Inggris. Fun Sentence Game juga
meningkatkan rasa percaya diri pada siswa. Para siswa menunjukkan kemajuan
dalam setiap siklus. Kemajuan tersebut menunjukkan siswa mempunya motivasi
dan rasa percaya diri dalam berbicara Bahasa Inggris. Oleh karena itu, Fun
Sentence Game dapat memotivasi siswa dalam belajar Bahasa Inggris.
kata kunci: Fun Sentence Game, motivasi, percaya diri
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
viii
ACKNOWLEDGEMENTS
First of all, I would like to thank Jesus Christ and Mother Mary for giving
me the strength so I could finish this thesis. Their blessings are always
accompanying my steps. They hold me with love when hopes had taken wing.
Second, I am going to give my deepest thank to my beloved parents,
Erasmus Eri Suprobo, S.Pd. M.Pd. and Margaritha Rita Tri Wijayanti, S.Pd.
for supporting, loving, caring and protecting me to finish this thesis. I also thank
to my little sister, Patricia Shania Avioleta, for always caring and listening to my
anxiety.
Third, a gratitude goes to my advisor Christina Lhaksmita Anandari,
S.Pd., Ed.M. for her patience, love, support, and motivation so I can finish the
thesis. She gave me a lot of time to guide me during the thesis process. She also
listened and gave suggestion to every problem that I have faced on doing my
thesis. I also thank all PBI lecturers and staffs for their guidance, motivation and
help.
Fourth, I would thank to Siti Arina Budiastuti, M.Pd.B.I., as the
headmaster of SMP Negeri 15 Yogyakarta for her permission so I can conduct the
research in that school. I also thank Drs. Agus Riwarsa as the English Teacher of
7C who gave me opportunity to do the research in his class. I thank for his support
and suggestion during the research process. I would also thank the dearest 7C
students for their participations in my research.
Fifth, I thank my dearest friends Subekti Arum Krismawati, Yohana
Belinda Rosaria, S.Pd and Skolastika Listya Monika, S.Pd. They always
motivate me to do my thesis in every situation. I also want to thank all of PBI
students batch 2013 for giving a lot of memories during the learning process in
PBI.
Sixth, I would like to thank my friends in the church who always remind
me to do the thesis. Last but not least, I also want to thank Bonaventura Randy
Inka Permana, who always supports, cares, and inspires me in every situation.
Frederica Cynthia Aviolita
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
ix
TABLE OF CONTENTS
Page
TITLE PAGE ................................................................................................... i
APPROVAL PAGES ....................................................................................... ii
STATEMENT OF WORK’S ORIGINALITY ................................................ iv
PERNYATAAN PERSETUJUAN PUBLIKASI ............................................. v
ABSTRACT ..................................................................................................... vi
ABSTRAK ......................................................................................................... vii
ACKNOWLEDGEMENTS ............................................................................. viii
TABLE OF CONTENTS ................................................................................. ix
LIST OF TABLES ........................................................................................... xii
LIST OF FIGURES ......................................................................................... xiii
LIST OF APPENDICES .................................................................................. xiv
CHAPTER I. INTRODUCTION
A. Research Background ...................................................... 1
B. Research Questions .......................................................... 5
C. Research Significance ...................................................... 5
1. The seventh grade students of SMP Negeri 15
Yogyakarta ................................................................ 5
2. The teachers of SMP Negeri 15 Yogyakarta ............. 6
3. The Future Researchers ............................................. 6
D. Definition of Terms .......................................................... 6
1. Speaking Skill ........................................................... 6
2. Perception ................................................................. 7
3. Motivation ................................................................. 7
4. Self-confidence .......................................................... 7
5. Game ...................................................................... ... 8
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
x
............................................................................................................................ Page
CHAPTER II. REVIEW OF RELATED LITERATURE
A. Theoretical Description .................................................. 10
1. Speaking Skill ......................................................... 11
2. Perception ................................................................ 11
a. The Perceiver ................................................... 12
b. The target ......................................................... 12
c. The situation .................................................... 12
3. English Speaking Process ....................................... 13
4. Adolescence ............................................................ 13
5. Motivation ............................................................... 14
6. Self-confidence ....................................................... 15
7. Game ....................................................................... 16
B. Theoretical Framework .................................................. 18
CHAPTER III. METHODOLOGY
A. Research Method............................................................ 20
B. Research Setting ............................................................. 21
C. Research Participants ..................................................... 22
1. The teacher .............................................................. 22
2. The students ............................................................ 22
D. Instruments and Data Gathering Technique ................... 23
1. Observation ............................................................. 23
2. Questionnaire .......................................................... 23
3. Interview ................................................................. 25
E. Data Analysis Technique ................................................ 25
1. Questionnaires .......................................................... 26
2. Interviews ................................................................. 26
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
xi
Page
CHAPTER IV. ANALYSIS
A. Research Results ............................................................. 29
1. First Cycle ................................................................ 30
a. Planning of First Cycle ..................................... 30
b. Action of First Cycle ......................................... 30
c. Observation of First Cycle ................................ 32
d. Reflection of First Cycle ................................... 34
2. Second Cycle ........................................................... 36
a. Planning of Second Cycle .................................. 36
b. Action of Second Cycle ..................................... 37
c. Observation of Second Cycle ............................ 39
d. Reflection of Second Cycle ............................... 41
3. Third Cycle ............................................................... 43
a. Planning of Third Cycle ..................................... 43
b. Action of Third Cycle ........................................ 44
c. Observation of Third Cycle ............................... 46
d. Reflection of Third Cycle .................................. 48
B. Discussion ........................................................................ 52
1. Students’ Positive Perceptions .................................. 52
2. Students’ Positive Motivation ................................... 56
3. Students’ Self-Confidence ........................................ 60
CHAPTER V. CONCLUSIONS AND RECOMMENDATIONS
A. Conclusions ....................................................................... 65
B. Recommendations ............................................................. 67
1. For Teachers ............................................................... 67
2. For Students ............................................................... 67
3. For Future Researchers .............................................. 68
REFERENCES ................................................................................................... 69
APPENDICES ................................................................................................... 71
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
xii
LIST OF TABLES
Table Page
3.1 The Blueprint of the Questionnaire ............................................................ 24
4.1 Observation Checklist of 7C Students in First Cycle ................................ 32
4.2 Observation Checklist of 7C Students in Second Cycle ............................ 38
4.3 Observation Checklist of 7C Students in Third Cycle ............................... 44
4.4 The Result of the Questionnaire ................................................................. 47
4.5 The Distribution of Responses to the Students’ Positive Perception ......... 50
4.6 The Distribution of Responses to the Students’ Positive Motivation ........ 53
4.7 The Distribution of Responses to The Students’ Self - Confidence .......... 57
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
xiii
LIST OF FIGURES
Figure Page
3.1 Cycle of CAR by Kemmis ......................................................................... 21
4.1 Capture of ABC Song’s Video ................................................................... 31
4.2 Picture of Things in the Classroom ............................................................ 42
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
xiv
LIST OF APPENDICES
Appendix Page
A. Permission Letter from English Language Education Study Program ........ 72
B. Permission Letter from Dinas Penanaman Modal dan Perijinan ................ 73
C. Observation Checklist of 7C Students in First Cycle .................................. 74
D. Observation Checklist of 7C Students in Second Cycle ............................. 75
E. Observation Checklist of 7C Students in Third Cycle ................................ 76
F. Questionnaire ............................................................................................... 77
G. The Blueprint of the Questionnaire ............................................................. 79
H. The result of the Questionnaire ................................................................... 80
I. Sample of Interview Transcript ................................................................... 81
J. Sample of Lesson Plan ................................................................................ 83
K. Finding Words Exercise on Second Cycle .................................................. 89
L. Crossword Exercise on Third Cycle ............................................................ 90
M. Photos of Cycles ......................................................................................... 92
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
1
CHAPTER I
INTRODUCTION
In this chapter, the researcher presents the background of the research,
research questions, research significance, and definition of terms. The researcher
will also show the reason why teachers should use Fun Sentence Game in English
learning process.
A. Research Background
According to Nunan (2003), speaking is the productive oral skill. Speaking
is difficult when people are not accustomed speaking English. At the same time,
people should use good grammar and pronunciation. In speaking, people have
very limited time to pick some words that best express their ideas. In addition,
speaking is just like having a conversation - people say what they want to say
without taking a look at the theory.
This problem also happens in the education fields. Students experience the
difficulties in speaking English because they do not speak English in their daily
life. It becomes another job for teachers to make the students speak English every
day, especially in school. Some examples of speaking activities which are
commonly given to students are speech, storytelling, mini play performance, and
dialogue making. Although those activities are common in learning process, some
students feel that those activities are boring, especially for students in junior high
school who are more excited in challenging activities. As a result, the teachers are
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
2
forced to provide more speaking activities, particularly speaking activities which
are applicable for students.
SMP Negeri 15 Yogyakarta is one of the schools in Yogyakarta that has
problem in English speaking skill. The teachers in this school cannot speak
English too much during the learning process. It is because the students cannot
fully understand what their teachers are talking about if the teachers speak in
English. So, the teachers use both English and Indonesian when they explain the
materials. When using Indonesian, the teachers also need to repeat the instruction
several times. This affects the quality of the students and school. Even worse, it
may make the school become less competitive than other schools.
In SMP Negeri 15 Yogyakarta, each grade has different characteristics.
Based on the researcher’s observation, the eighth and ninth grade students were
more polite than the seventh grade students. It was because the seventh grade
students still brought their attitude that they learned in the elementary school to
junior high school. Meanwhile, the eighth grade students could follow what was
taught by the teacher. They were aware that they were teenagers now. Then, the
ninth grade students sometimes paid less attention to the directions. However,
when they were studying for national examination, they could focus towards their
teachers’ explanation. On the contrary, the seventh grade students showed
different behavior. They were immature because the students were experiencing a
time where they had many physical, emotional, mental and social changes.
Furthermore, the students in this age like to do something that is fun in the
learning process.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
3
The English teacher in SMP Negeri 15 Yogyakarta used his own way to
improve students’ speaking skill. In the beginning, the teacher explained the
material quickly and gave an opportunity for students to ask about the material
that they did not understand. Then, the teacher asked the students to read and
memorize the material by themselves. After that, the teacher called the students
randomly and asked them to come in front of the classroom. Then, the students
were asked to speak anything that they had understood about the material. The
teacher asked the students to speak in some sentences, for example they could
explain the meaning, give example of the sentences, and explain a picture in the
book that was related with the material. Based on the observation, the students
always felt nervous when they were called. This feeling affected the students’
self-confidence and it made them difficult to speak.
In order to respond to that situation, the teacher needs to make fun learning
activities in order to make the students feel more interested in English learning
process. One possible way that can help the teacher to make fun learning activities
is by using media. It is believed that media can be good resources for the teacher
to make the learning situation less boring. There are a lot of media that can be
used in the learning process. Some examples of those media are pictures, cards,
books, games, and movies. In this case, the teacher should choose the fun media
which are still educational.
According to Ackerman (2009), “Play is our Brain’s favorite way of
learning” (p. 163). This statement is proven by some people who always feel
happy when they know that they will play a game. A game can be a good way to
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
4
help the students learn subject areas. Fun Sentence Game can be a game that
motivate the students to speak English. Fun Sentence Game is a game that is
adapted from ABC 5 Dasar. ABC 5 Dasar is a game that mentions words based on
an alphabet which matches with the theme. Although many people consider that
the game of ABC 5 Dasar is too old, it is a simple game that does not need any
equipment.
Although Fun Sentence Game is adapted from ABC 5 Dasar, but the focus
of the game are different. In ABC 5 Dasar, the participants only mention the word
and after that the participants replay the game to find the new alphabet. It is
different with the Fun Sentence Game because in this game the participants do not
only mention the word but also make a sentence from the word.
There are two simple reasons why the researcher uses “fun” and
“sentence” as the name of this game. First, the researcher uses “fun” because this
game is adapted from the game of ABC 5 Dasar, which is a fun game. This game
can be used in every situation for people of every age and every grade. People
who play this game will think harder to find the word that is needed. Second, the
researcher uses the word “sentence” because the goal of this game is the players
can use the word in the sentences well. They produce one sentence from one
word. If they play the game for more than one round, they will produce more than
one sentence.
In this game, the players speaking means the players only mention a
simple word and sentence without paying much attention to the grammar. In Fun
Sentence Game, the researcher also adds writing skill. The purpose of this game is
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
5
to make the students speak English bravely, increase their self-confidence, and
train them to write simple sentences. It can be a beginning for the students to
speak in English.
When playing Fun Sentence Game, all players get the same chance to
speak. In that way, the students are forced to speak confidently if they want to win
the game. The game aims to increase the students’ self-confidence. Therefore,
after the students have good self-confidence, they can build motivation directly.
Then, if the students have good motivation, they will speak English confidently.
B. Research Questions
In this research, the researcher intends to find out the answers to the
problems below:
1. How can Fun Sentence Game motivate the seventh grade students to speak
English?
2. How do the SMP Negeri 15 Yogyakarta’s students perceive the use of Fun
Sentence Game in their English learning process?
C. Research Significance
The researcher hopes that the research can be beneficial for :
1. The seventh grade students of SMP Negeri 15 Yogyakarta
The researcher hopes that the Fun Sentence Game can be one of the
interesting ways to motivate the students in English learning process. In this
game, the researcher expects that the students can learn a lot of vocabularies and
create sentences in English. Therefore, the students can decrease their anxiety and
build their self-confidence in English learning process.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
6
2. The teachers of SMP Negeri 15 Yogyakarta
Fun Sentence Game is hoped to become the solution for teachers to solve
students’ problem in speaking English. This game can be a new way to teach
English. Therefore, the students can learn English well without the teacher
wasting extra energy to teach English.
3. The Future Researchers
The researcher hopes that Fun Sentences Game can be a reference to
support future researchers. Future researchers also can develop this game, so the
game can be more useful for teachers and students.
D. Definition of Terms
In this research, the researcher uses five keywords, which are :
1. Speaking Skill
Speaking is one of important aspects in English. According to Brown and
Yule (1989), “Speaking is to express the needs-request, information, service, etc”
(p. 14). It means that speaking is an action to get and give information between
two or more people. This action consists of speaker and listener who transfer
messages to each other.
In this research, speaking skill refers to the students’ abilities in expressing
their messages. In this game, students say a word in English and then make a
sentence from the word that they have said. The researcher uses the game to
motivate students to speak in English.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
7
2. Perception
According to Gregory (1974), perception is a hypothesis, which is based
on prior knowledge. Hypothesis means that everyone can have a perception
because they have prior knowledge about something. Every person can give
perception freely. The perception cannot be forced to be the same between one to
another person.
In this research, perception refers to students’ and teachers’ knowledge
about the process of English learning process in the school. Their knowledge
helps the researcher to do the research. Based on the students’ and teachers’
perceptions, the researcher can find the solution of the research problems.
3. Motivation
According to Schunk (1995), motivation can influence what, when, and
how we learn. Based on this theory, motivation has a big part in the learning
process. Motivation can influence every aspect of the learning process. Good
motivation can produce good and constructive learning. If the students have the
motivation to learn, they will get good results of learning.
In this research, motivation is an important aspect in the learning process.
The researcher takes a look at students’ motivation after the researcher delivers
the game. The researcher provides a game that can motivate the students to speak
English bravely.
4. Self-confidence
According to Bandura (1986), self-confidence is the most influential
motivators to people’s daily lives that become a behavior. The expert shows that
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
8
self-confidence has a strong relationship with motivation. People who have
motivation get started from people’s self confidence. Self-confidence can affect
people’s behaviors. A good behavior is determined by the self-confidence that
someone has.
In this research, self-confidence is needed to motivate the students in
speaking English. The students who have self-confidence in speaking English will
not be shy and afraid. They feel more comfortable because speaking English
becomes their behavior.
5. Game
In this research, the game is expected to motivate students to speak in
English. According to Erzos (2000), “Games are highly motivating since they are
amusing and at the same time challenging” (p. 14). This statement is relevant to
the purpose of this study. The researcher chose ABC 5 Dasar to be adapted into
Fun Sentence Game to motivate the students. ABC 5 Dasar was a game that is
found in Central Java. At that time, this game was used to accelerate the
performance of brain’s thinking and mouth’s speaking. Similar with ABC 5
Dasar, Fun Sentence Game also accelerates the same performance. The difference
is about what they produce. In ABC 5 Dasar, the participants only produce words,
while in Fun Sentence Game, the participants produce the words and sentences as
well.
In this study, a game is an important part to motivate students in English
learning process, especially in English speaking process. Fun Sentence Game can
be one of the teaching ways that can help students to solve their problems in
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
9
speaking English. The game focuses on speaking. According to Ludewig and
Swan (2007), people like a game activity because there is competition that
increases the player’s motivation. Fun Sentence Game challenges the students to
answer quickly. Therefore, it increases the students’ motivation to answer faster
than the other friends. Then, it can make the students speak English more often
than usual. It can build the students’ self-confidence to speak in English.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
10
CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter discusses the related theories used as the foundation of this
research. There are two sections in this chapter, which are theoretical description
and theoretical framework. The theoretical description is about the experts’
theories that are related to the research. Then, the theoretical framework is about
the relation between the research questions and the theories.
In this research, the researcher also looked at the previous research that
was related with the use of games to increase motivation. The researcher did this
to make sure that the research is different with the previous research. The
researcher also used the previous research to support this research. The researcher
found a research that had similar topic about improving speaking skills for
students in junior high school. The title is “Designing a Set of English speaking
process Materials Using Games for Conversations Class in SMP Taman Dewasa
Jetis Yogyakarta” by Sylvia Ridzky Sutrisno (101214016). In Sylvia’s research,
the topic is about improving speaking skills in conversation class. The differences
are about the research method and the subject of the research.
A. Theoretical Description
This part discusses the theories related to the topic of the research. The
theories include speaking, perception, English speaking process, adolescence
motivation, self-confidence and game.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
11
1. Speaking Skill
According to Bygate (1997), speaking is a skill that deserves attention
every bit as much as literacy skills, in both first and second languages (p. 1). It is a
skill that deserves attention because the speaking skill is the first skill that is
judged by people. In speaking, the speaker cannot revise what has been said.
Therefore, people have to be careful on what they want to say.
Nagaraj (2008) states that the goal of class activity is the learner can learn
the target language and use it. Learning to speak the second language is very
difficult because the people need to speak in social interactions. The people need
to talk with others to increase the speaking skills.
Tarigan (1990) defines that speaking is a language skill that is developed
during childhood, it is produced from listening skill. During that period the
speaking skill is learned (p. 3- 4). Every person is taught about speaking since
they were children by their parents. Speaking skill also has relation with listening
skill as cause and effect relation. Some people speak to be listened by others or
some people speak because they want to respond to another person.
2. Perception
Robbins (2003) defines that perception is an individual’s process to
interpret the sensory impressions and get the meaning from the environment. The
sensory impressions are built by five senses, namely sight, hearing, taste, touch,
and smell. Those five senses influence the people’s perceptions. For example,
there is an apple. People who see an apple may have different perceptions with
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
12
others who taste the apple. Then, Saks and Johns (2011) state that there are three
components to make a perception, which are the perceiver, target, and situation.
a. The perceiver
It refers to people who have awareness and understanding about
something. There are three factors that can influence their perceptions:
motivational state, emotional state, and experience. Motivational and emotional
states have big parts to make a perception. If each person has different
motivational and emotional states, they also perceive the different situation. They
may employ “perceptual defense” which means that they see what they want to
see. Perceiver’s experience also influences the perception. The perceiver who has
perceived something has a different perception with a person who has not
perceived something.
b. The target
The target is something or someone who is being perceived. The amount
of gathered information can influence the perception about the target.
c. The situation
The situation such as timing, environmental, and degree of simulation can
also influence the perception. The different situation makes a different perception.
Every person has a part to make their own perceptions of something and the other
people cannot force it.
Therefore, based on three experts’ opinions, perception is about people’s
knowledge that is influenced by five senses in their body. It is also influenced by
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
13
the people’s position. Perception cannot be forced by other people because it is
owned by each person.
3. English Speaking Process
According to Lado (1964), the goal of English speaking process is
influenced by the techniques and procedures of the teachers to manage the class.
In this learning process, students and teachers have to reach the goals together.
Both of them have similar level of roles in the process of achieving out the goal.
Sometimes they have to be partners who help each other, yet the teacher still has
the ultimate authority in the class.
One factor that has many contributions in determining the success of the
learning process is how well a teacher manages the class. The teacher has to be
well-prepared every time when he or she comes to the class, no matter how many
students there are and how their characters are. The teacher has to apply the most
suitable teaching techniques and procedures to make the students interested in the
learning process. If this can be done successfully, the students may learn at their
best.
4. Adolescence
According to Erikson (1902 – 1994) in the adolescence level (ages 12–18),
children face the tasks of identity vs. role confusion. In this stage, the individual
wants to belong to society. In this level, the adolescents try to find for their
identity. The identity will be influenced not only by their family and their school
environment but also by their society, which has wider influence. The society also
influence the children’s motivation. A good society will increase a good
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
14
motivation because in this situation the children feel that the society supports
them.
In this level, the children face something new in their lives. Their parents
will give them a little higher responsibility than before. In this chance, the
children need to explore themselves to find their identity. At this stage, they need
support from the parents. If the parents deny their children’s identities once, they
will be confused and later they will face serious self-identity problems. On the
other hand, if the children have explored themselves and their children’s identities
are accepted by their parents, they can learn to control themselves and become
independent children.
5. Motivation
In order to understand and give an in-depth knowledge about motivation,
the researcher borrows three opinions from different experts. The first opinion is
taken from Schunk (1995) while the second is cited from Pintrich and Schunk
(1996) for the latter is more specific, the third opinion from Uno (2007).
According to Schunk (1995), motivation can influence what, when, and
how we learn. Based on that opinion, motivation is an important that has a big
part in the learning process. According to Pintrich and Schunk (1996), a key point
is that motivation influences learning and performance, what students do and learn
can influence their motivation. According to Uno (2007), there are intrinsic and
extrinsic motivations that can be proved by encouragement and necessity. First,
the intrinsic motivation comes from the inside of ourselves. The examples of
intrinsic motivations in learning are I want to speak English, I want to get a good
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
15
score, and I want to be the best in my class. Second, the extrinsic motivation
learning is motivations that come from the outside of ourselves which are from the
teachers, friends, parents, schools, and learning processes. The examples of
extrinsic motivation are the school has good facilities, the parents will give shoes
if their children get a good score, and the learning process is fun.
6. Self-confidence
According to Bandura (1986), self-confidence is the most influential
motivators in people’s daily lives. Based on that opinion, people who have
motivation get started from people’s self confidence. Self-confidence that is
formed everyday will be a people’s behavior. People who possess high motivation
surely have high self-confidence. Yet, people who do not have motivation will
produce low quality tasks. Those who have self-confidence believe in themselves
and will likely be able to accomplish the challenges successfully.
Hambly (1992) defines that self-confidence is a trust in ourselves, so
people can face every situation calmly. Self-confidence is about ourselves and
others. People who have self-confidence are not afraid to face every situation
because they have many ways to face it well. Even though they have to meet a lot
of people, they were not nervous to face the situation.
According to Anthony (1992), self-confidence is about people who can
accept, improve, and think positively about themselves, then they try to reach
what they want. Self-confidence is not only thinking about the self’s weakness but
also how to improve themselves to be better. People who have self-confidence can
accept everything in themselves.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
16
7. Game
According to Erzos (2000), game is an interesting thing that can increase
motivation and can be used in all language skills. The motivation can be built
through a game. “Game” is a word that makes people who hear it becomes excited
. Games are not only amusing but also challenging. Then, it can be
concluded that games may increase students’ interest in learning.
Uberman (1998) states that game is a good learning variation to improve
the vocabulary. In playing a game, the players are not only doing the fun activity
but they also practicing English directly. Uberman also says that the children who
play a game can learn the language better than children who do not play a game.
A game should not be a complicated but it can be a simple game for
example Fun Sentence Game. This game only requires some participants and does
not need any specific stuff. This game challenges all participants to speak and
think faster. Fun Sentence Game was adapted from ABC 5 Dasar or sobyong in
Javanese. This game has been passed from one generation to the next. In the past,
children used to play this game for fun without realizing that actually the game
could help them to learn some particular subjects. If we consider closely the
benefit of implementing Fun Sentence Game in our daily teaching activities, this
game actually offers something which may accelerate the performance of the
brain’s thinking and the mouth’s speaking.
The goal of the game is the players can use the word in the good sentence.
The players can make the sentence in spoken bravely. The good sentence means
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
17
that the players use the word in the sentence that is appropriate with the topic. In
this game, the players do not pay much attention to the grammar.
There are some points in the observation checklist and questionnaires that
can help the researcher to scale the students’ activity. The researcher takes a look
at the points to see whether the students reach the goal of the game. The points are
the students’ preparation to follow the class and the students’ participation in the
learning process. The examples about the students’ preparation are the students
bring the dictionary, the students greet the teachers and the students have a big
desire to learn English. The examples about the second points are the students’
self-confidence to speak in English and the students’ motivation from Fun
Sentence Game in learning English.
The rules of Fun Sentence Game are simple. Students are divided into
small groups and each group consists of 4-5 students. After that, each group has to
choose the topic they want to play or the teacher can determine the topic for all
groups. The examples are animals, science, things, job profession or they can
adapt with the material of the day. If there are no words related to the topic, the
players can find other words freely. However, the letter is still appropriate with
the alphabet. Then, the player makes a sentence depends on the topic. For
example, the students choose the topic of animals. Then, the letter is “V” but they
cannot find the animals’ names that begin with “V.” Therefore, they can make
sentence “Vania buys some fish for her cat.”
To start the game, one player will shout “Fun Sentence Game” then at the
same time, all players must show one or more fingers on their hand. It should be
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
18
noted that a player may show one or more fingers. One player will count the
fingers. Each finger represents a letter. For example, player A shows 2 fingers,
player B shows 4 fingers, player C shows 6 fingers and player D shows 1 finger.
The total will be 13. The 13th alphabet is letter “m”, so each player has to find the
word starting with an “m” that is appropriate with the topic. For example, the
topic is things, then player A answers ‘map’, player B answers ‘machine’, player
C answers ‘moon’, and player D answers ‘mat.’ All players have to compete to
say the words rapidly and they are not allowed to say the same word.
What differs Fun Sentence Game with ABC 5 Dasar is about the focus of
the game. In Fun Sentence Game, the students have to make a sentence using the
word that they pick. Then the students write it on a piece of paper. The last person
who says the word or cannot answer with a good word will have to take the
punishment. The punishment is the last person must combine all group members’
words in good sentences.
B. Theoretical Framework
In this study, the researcher uses several theories to solve the problems
raised in this study. There are two problems that the researcher has found. The
first problem is about the seventh grade students’ perceptions about the English
speaking process in SMP Negeri 15 Yogyakarta. In the first problem, the
researcher uses four theories, namely perception, speaking skill, adolescence, and
English speaking process. The theories influence each other. Speaking skill is the
main problem of this research. Therefore, it is important to know what speaking
skill is. The answer of the first problem relates with the perception and speaking
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
19
skill. The theory of perception gives the points of view that every person may
have different perception, so in this problem the researcher gives a chance to the
respondents to explain their own perceptions.
A theory of English speaking process is needed to know the goal of this
learning. Based on that theory, the goal of this learning is determined by the
success of class management. If a teacher can manage the students well, the goal
that has been set can be surely obtained. It is also important to know a theory
about the behavior of junior high school students. Junior high school students who
are 13 - 15 years old are experiencing a transition stage. Therefore, they belong to
middle adolescent stage. It is important to know the level of adolescence
development because it can help us to find the best way to manage them.
The second problem of this research is implementing Fun Sentence
Game as one way to motivate the seventh grade students to speak English. In this
problem, the researcher uses three theories to solve the problem such as a theory
of motivation, self-confidence, and game. The game is expected to be a
motivation for the students. Their motivation is affected by their self-confidence.
If the students have self-confidence, they will gain more motivation in learning
activity.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
20
CHAPTER III
METHODOLOGY
This chapter discusses methodology employed by the researcher. The
methodology consists of research method, research setting, research participants,
research instruments, and data analysis technique. In this chapter, the researcher
will explain about how, where and when the data were collected, and the subjects
of this research.
A. Research Method
According to Kemmis and Mc Taggart (1992), there are four steps in
Classroom Action Research (CAR) which are planning, action, observation, and
reflection. Every step is unique as they are interrelated. The cycle system in
classroom action research is like a spiral. After the reflection is done in the first
cycle, the researcher goes back to the planning part again. In this research, the
researcher did three cycles with the same participants.
All of the stages are significant. Therefore, in order to gain success, all of
the stages must be carried out. In the first stage, the researcher needed to make a
plan for the research. Planning is essential because it can determine the success of
the research. Then, the researcher conducted an observation. The observation is
used to obtain information about how the real condition in that class was. The
observation sheet was used to help the researcher gave the scale to the students’
activity. The researcher also noted down any important point on the sheet. The
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
21
next stage was CAR. In this stage, students had to do their actions in the
classroom. Finally, the last stage was the reflection. Reflection is an important
point that can develop skills and understandings on certain topics or knowledges.
The reflection helped the researcher to know about how the activity happened.
The researcher was able to understand some reasons why something went wrong
and how to make it better. Therefore, in the future research, the researcher can
apply the better one.
Figure 3.1. Cycle of CAR by Kemmis (1992)
B. Research Setting
This study was conducted in one class of seventh grade students in SMP
Negeri 15 Yogyakarta started from March 15 until August 15, 2017. The research
was done in the second semester of the school year. There were two main reasons
why this school was chosen. The first reason was the students had a problem in
speaking English. The second reason was that the students lacked of motivation in
speaking English. Therefore, to solve the problems the researcher did an
independent research about Fun Sentence Game to motivate the seventh grade
students in English speaking process.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
22
C. Research Participants
The research participants of this study were one of English teacher and
thirty five students of SMP Negeri 15 Yogyakarta.
1. The teacher
In this study, the researcher asked one of English teachers to be the
participant. The researcher needed the teacher to observe the students before
doing the research. The researcher needed the information about the English
learning process activities to make sure whether Fun Sentence Game would be
effectively applied to SMP Negeri 15 Yogyakarta or not. Besides, the researcher
also needed the suggestions from the teacher about which class that could be the
participants of this research and how to implement the research to that class.
2. The students
The research was done in one class of seventh grade students in SMP
Negeri 15 Yogyakarta. The researcher distributed questionnaires to all 35 students
and picked 6 students to be interviewed. Interview was necessary as it could be
used to get more valid data. The interview was done after the school activity, so
the researcher chose the students who did not have any extracurricular. The
researcher needed the students’ perceptions and the researcher would apply this
Fun Sentence Game as the medium to motivate themselves in English speaking
process.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
23
D. Instruments and Data Gathering Technique
1. Observation
According to Sudana (2011), observation is a way to measure an
individual’s process of an activity. In the learning activity, the researcher can
measure how the students’ behavior is, how the teacher’s behavior is, and how the
students’ participation in the learning process is. Based on the observation, the
researcher could formulate a conclusion according to the real activity in the
learning process, the ability, and the result of the activity.
2. Questionnaire
Suharsimi (2006) says that questionnaire is the list of questions that are
written by the researcher to get more information. The information is usually in
the form of respondents’ opinions, experiences, and personal information. In the
questionnaire, the researcher needs the universal answer, without too much detail.
In addition, Bimo (2010) defines that there are three kinds of
questionnaires, which are closed question, opened question, and open and closed
question. In the closed question, the researcher gives some choices to the
respondents, so the respondents only choose the answer depends on their
experiences. The respondents do not need to explain their reasons. The second
type is the open question. In this type, the researcher gives a chance to the
respondents to answer freely based on their experiences. The respondents give
their opinions to the questions. The third type is the open and closed question. In
this type of questionnaire, the researcher gives two kinds of questionnaires.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
24
Therefore, the respondents do not only choose the answer but also explain their
opinion.
The researcher also made blueprint for the questionnaire to help the
researcher arranged the statements. The blueprint was developed as follows:
Table 3.1 The Blueprint of the Questionnaire
NO STATEMENTS THEORY
1
Students' perception about English
learning process : Statement number
1 and 2
Robbins (2003) says that perception is an
individual’s process to interpret the
sensory impressions and get the meaning
from the environment.
Students' perception about Fun
Sentence Game : Statement number 7
Saks and Johns (2011) state that
perception has three components, namely
the perceiver, the target and the situation.
2
Students' motivation about English
learning process : Statement number
3
Schunk (1995) states that motivation can
influence what, when, and how we learn.
Students' motivation about Fun
Sentence Game : Statement number
8, 9 and 10
Pinritch and Schunk (1996) state that
motivation influences learning and
performance, and what students do and
learn influences their motivation.
Uno (2007) say that there are intrinsic and
extrinsic motivations that can be proved
by encouragement and necessity.
3
Students' self-confidence about
English learning process : Statement
number 4, 5 and 6
Bandura (1986) states that self-confidence
is the most motivators to their daily lives.
Hambly (1992) defines that self-
confidence is trust to ourselves, so people
can face every situation calmly, self-
confidence is about ourselves and others.
Anthony (1992) say self-confidence is
about people who can accept, improve,
and think positively to themselves, then
they try to reach what they want.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
25
3. Interview
According to Lerbin (1992), interview is the systematic way in the form of
question-answer that is used to achieve the research purpose. The interview is
used to get more detailed data. He also says that the example of the interview is
the unilateral question-answer. The unilateral question-answer means that the
researcher gives the question actively and the respondents also give the answer
actively.
According to Hadi (1992), an interview has two different functions namely
main method and compliment of the data. An interview as the main method means
that the researcher only uses the interview as the main method to answer the
research question. In this function, the researcher hopes that the result of the
interview is appropriate with the research question. Therefore, the researcher does
not need the other method to answer the research question. It will be different with
the interview as the complement. In this function, the researcher uses some
methods to answer the research questions in the research, for example
questionnaire and interview. The researcher usually gets the data from the
questionnaires but when the researcher needs the deeper answer, the researcher
does an interview to support the data from the questionnaire. Therefore, the
researcher only uses the interview as the compliment of the data.
E. Data Analysis Technique
After the researcher had gathered the data, the researcher analyzed the data
to get the answers of the research problems. The data were gathered from the
questionnaires and interviews.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
26
1. Questionnaires
The researcher used the questionnaire results to complete the data. The
researcher distributed the questionnaires to the students in the class. In this
technique, the researcher would know the universal perceptions about the English
speaking process and Fun Sentence Game. There were a lot of perceptions and the
researcher needed to make a percentage. This percentage could help the researcher
to know which statement that has highest answer and how many students who
answered in that statement. Every question was made into a percentage to analyze
the data easier.
2. Interviews
The researcher used the interview to complete the data from the
questionnaires. The researcher did the interview to get the deeper answer because
the students did not explain the detail answer in the questionnaire. There were six
participants in the interview. The researcher conducted the interviews after class,
while some others students had extracurricular activities. The participants were
the students in the same class who were available to be interviewed in that time.
The researcher interviewed the students one by one in the class. Each student
needed 20-30 minutes for the interview. The students answered every question
well. Some of them not only answered the question but also talked about how Fun
Sentence Game was going on.
In the beginning of the interview, the researcher recorded the process of
the interview. Then, the researcher made the transcription from the record and had
note taking. The transcription helped the researcher to find some missing
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
27
information in taking note. After that, the researcher summarized the results and
made them into some important points. The points were made to analyze the
results easier. Then, the researcher made conclusion from the data.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
28
CHAPTER IV
ANALYSIS
The researcher did the research when the researcher did Program
Pengalaman Lapangan in SMP Negeri 15 Yogyakarta. The researcher also asked
permission to the teacher to apply this research during the researcher’s teaching
practice. The teacher supported the researcher to do the research in the class.
Besides, the researcher also made letters of permission to the Dinas Penanaman
Modal dan Perijinan and the headmaster of SMP Negeri 15 Yogyakarta.
In this chapter, the researcher divides this chapter into two parts. They are
the findings and discussion about the use of Fun Sentence Game to motivate
students in English learning process. In the findings part, the researcher presented
the cycles of the research and the discussion is about the result of data collection.
In this research, the researcher did three activities to collect the data. Those
are did three cycles in the classroom, distributed the questionnaire to the students,
and interviewed the students. The researcher did the three cycles in the class on
March 10, March 14, and March 17, 2017. The researcher distributed the
questionnaires on May 22, 2017 at SMP Negeri 15 Yogyakarta. There were thirty-
five students from 7C. The questionnaires were divided into two parts, which are
open-ended and close-ended questions. Besides, the researcher also interviewed
six students from the same class to get the deeper information about the research.
The researcher chose the six students who did not have extracurricular after
school. The researcher held the interview on May 26, 2017. There were five
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
29
important questions in the interview and the students could answer the question
freely depended their perception.
A. Research Results
Based on the curriculum, the class discussed about “What do They Look
Like?” This topic was on chapter six of their manual book from Kementerian
Pendidikan dan Kebudayaan. The title was “When English Rings The Bell”, the
researcher could use the book as the supporting media. All of the students had the
book because the school’s library lent out the book for seventh grade students in
SMP Negeri 15 Yogyakarta.
Before the researcher applied the research, the researcher discussed the
topics with the English teacher of 7C. The topics were divided into three parts,
which were people’s actions, animals’ behaviors and things’ functions. The
teacher of the class had taught about the people’s actions, so the researcher had
opportunities to teach animals’ behaviors and things’ functions. The teacher
helped the researcher to make lesson plan based on the curriculum. The researcher
also applied the Fun Sentence Game in the class activity.
The researcher used the CAR designed by Kemmis which has four stages.
There are the planning, action, observation, and reflection. Based on the topics,
the researcher divided into three cycles in this research. In this part, the researcher
explained about the process of CAR.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
30
1. First Cycle
The first cycle was conducted on March 10, 2017. It was conducted in
class 7C at 08.35 a.m. There were thirty-five students in the class. The purpose of
the first cycle was students could mention the animals' names from the picture and
make the sentence from the animals’ name. There were four stages in this cycle,
namely plan, action, observation, and reflection.
a. Planning of First Cycle
It was the first time for the researcher to apply the research. The
researcher could not make the specific plan because the researcher did not know
the real students’ need. Therefore, the researcher prepared the lesson plan for
English learning process, especially for speaking skill. Then, the researcher also
prepared the media such as laptop, projector, markers, animals’ pictures, and
dictionaries. The researcher also made the observation checklist to remember the
class situation and see the differences in every cycle. Based on the curriculum, the
topic in the first meeting was animals’ names.
b. Action of First Cycle
It was the first action for the researcher to apply the game in 7C class. The
researcher could not predict what would happen in the action. The action was
conducted in three steps which were pre-activity, main activity, and post activity.
In the pre-activity, the researcher introduced herself to the students. The
researcher checked the students by seeing the attendance list to know the students
well. The researcher also asked the nickname of the students to make the relation
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
31
become closer. Then the researcher explained the material which was going to
learn.
In the main activity, the researcher displayed some animals’ pictures on
the whiteboard and asked the students to mention the name of animals. The
researcher gave the example of sentences used simple present tense. Then, the
researcher played a video about the animals’ names based on alphabetical order.
The researcher downloaded the video from YouTube Channel, the link was
https://www.youtube.com/watch?v=Lz4WMH6ym8I. The duration of this video
was about two minutes. The title was “ABC Song” and the keyword was Lagu
Anak Bahasa Inggris Mengenal Binatang.
Figure 4.1. Capture of ABC Song’s Video
The researcher asked the students to pay more attention to the video which
was played not only once, but three times. After that, the researcher asked the
students to mention the other animals that were not mentioned in the video and
noted that. Next, the researcher divided the students into seven groups that had
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
32
five members for each group. The researcher explained how to play Fun Sentence
Game with animals’ names and the rules of the game. In this game, the students
mentioned the animals’ names that were appropriate with the letter, and then they
made the sentence from the word. In the beginning, the researcher had explained
about the simple present tense but in this game, the students made the sentences
without paying much attention to the grammar. For example : “I have two cats.”,
“The dog has four legs.”, “The birds have two wings.”, and etc. They wrote the
sentence on a piece of paper. The students played the game almost five times, so
each student got five words and sentences in this first game.
When the students played the game, the researcher walked around the class
and looked at every group. After the game, the researcher asked the students to
submit the paper of their sentences. Last, the researcher asked two students to
come in front of the class and read what they had made in the game.
In the post activity, the researcher and the students made the reflections
about the activity together. The researcher asked about what they had learned
from the Fun Sentence Game and whether they had found any difficulties. Then,
the researcher greeted the students and the class was finished.
c. Observation of First Cycle
In this stage, the researcher made an observation checklist. The
observation checklist was used the researcher to take a note about the real
situation in the class. The researcher made scale one until four to see the students’
participation.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
33
Table 4.1. Observation Checklist of 7C Students in First Cycle
Date : March 10,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher.
√
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
When the researcher entered the class, the students were ready to follow
the learning process. It was proved by the time the researcher came into the class,
some students had prepared the English book on the table and two students also
cleaned the whiteboard. In addition, they also answered when the researcher
greeted them.
In the pre-activity, when the researcher played the video of ABC Song,
there were six students who still talked to their friends and did not pay attention to
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
34
the video. However, the others took a note of animals’ name without the
researcher’s instruction. After that, the researcher asked them to raise their hand
and made a sentence from one of the animals’ names, but only two students who
raised the hand. The others had to be called by their names. They seemed shy to
raise their hand and answer it. There were some students who asked the researcher
to make the sentences in Indonesian.
Then, the class situation became noisy when the researcher asked them to
make seven groups. Some of them did not understand about the instruction
because they were busy with themselves. It could be seen when the students asked
the researcher to repeat the instruction. Then, the researcher came into each group
and explained the instruction clearly.
All groups in the class played the game smoothly. The students looked
excited to play the game. The game became more excited when the student could
not answer it well and they had to arrange the good sentences from the words.
d. Reflection of First Cycle
In the beginning of the learning class, the students answered when the
researcher greeted them. It showed that the students welcomed to the researcher.
This situation could increase the researcher’s mood to teach the class. It seemed
like a simple thing but it would be a good beginning to start the learning process.
In this case, the researcher saw that the students love English learning process. It
influenced the learning situation when the researcher got a good welcome from
the students.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
35
In the first cycle, the researcher used a video to attract the students’
attention. The topic was a video about animals in alphabetical order. When the
video was played, almost all of the students in the class were excited to watch the
video. It was appropriate with the researcher’s goal that video could attract the
students’ attention. However, six students in the corner of the class did not pay
attention to the video. It might be caused by the researcher who did not clearly
explain the reason of the video was played. In this situation, the researcher could
see that most of the students have a big desire to learn English. When the
researcher asked them to raise their hand and make sentences, some of them were
still shy to speak and waited for the researcher to call their names.
Then, the students played the game. They were excited to play the game,
but some of them were confused about the game. In the next situation, the
researcher had to explain the game’s rules more than once. The students seemed
excited to play the game. It seemed that they were brave to speak English
although there were some students still spoke in Indonesian. Some students in the
small group felt difficult to answer in English. They were confused to find the
words. The researcher could give more words about the topic. Based on the paper
of the words, the researcher observed that the students could make good simple
sentence from the word.
Besides, the researcher was aware that it was their first time to play the
game in that class. The students needed to adapt with the game. Although the
students had played the game, it would be a new game for them because we used
English in this game. The researcher and the students could reach the purpose,
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
36
which was the students could mention the animals' names from the picture and
made the sentences from the animal’s name. In the beginning the students could
mention the animals’ names on the whiteboard and they got more of the animals’
names from the video. The goal of Fun Sentence Game was reached because the
students could play the game well, they mentioned the words and use it into the
sentence based on animal’s names. In the next cycle, the researcher needed to
make more animals’ exercise to help the students enrich the English word.
2. Second Cycle
The second cycle was conducted on March 14, 2017. This cycle was
conducted in class 7C at 09.30. There were thirty-five students in the class, it
meant that all of students were already in the class. The purposes of the second
cycle were the students could identify and mention the animals' behaviors to their
classmate in spoken and written forms accurately. There were four stages in this
cycle that similar with the previous cycle namely planning, action, observation,
and reflection.
a. Planning of Second Cycle
In the second cycle, the researcher needed more preparation because there
were three notes from the first cycle in the observation sheet. The notes from the
first cycle were (1) some students still talked with their classmates when the
researcher played the video, (2) there were only some students who answered the
researcher’s questions, and (3) when they played the Fun Sentence Game, some of
them were confused about how to play the game. The researcher prepared the
lesson plan, observation sheet, and the media. The media were markers,
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
37
dictionaries, and exercise sheets. Based on the curriculum, the topic of the second
cycle was the animals’ behaviors.
b. Action of Second Cycle
It was the second action in the 7C class. In the beginning, the researcher
reviewed about the previous meeting. It was because the researcher wanted to
know the students’ understanding about animals’ names in the previous meeting.
In the second cycle, the topic was more specific namely animals’ behaviors.
Therefore, the researcher gave the information about the animals’ behaviors.
Similarly with the previous cycle, the action was divided into three steps, namely
pre-activity, main activity and post activity. These three steps were related one to
another.
In the pre-activity, the researcher greeted the students. Then, the researcher
checked the attendance list to remember the students’ names. The researcher also
remembered some names and the students asked the researcher to guess their
names. The researcher called the students’ nicknames to make the relationship
closer.
In the main activity, the researcher distributed an exercise on the animal’s
names. The exercise was used to remind the students about the previous lesson.
The form of the exercise was finding words. Then, they should find the animals’
names in the box and write it on the side of the box. They should write the
behaviors beside the animals’ name. After that, the researcher asked the students
to discuss the answer together. The classroom looked different because some
students put dictionaries on their tables.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
38
In the second cycle, the researcher also explained about the animals’
behaviors, namely wild, tame, clever, walk, fly, cute and etc. Then, the researcher
asked the students to make a different group from the previous meeting and they
played the Fun Sentence Game. In this cycle, the students still mentioned the
animal’s names that were appropriate with the letter. After that, the students
mentioned the behaviors of the animal in the sentence, for example the letter was
“R” and the students said “rabbit”. Therefore, the sentence was “The rabbits jump
everywhere.”, and the letter “G”, they said “Goat”, the sentence was “The goat
eats leaves.” The students wrote the sentences in a piece of paper. The students
played the game only 3 times because some of them found the difficulties to
mention the behaviours, so it took too much time to think.
After that, the students write the sentence on a piece of paper. When the
students played the game, the researcher walked around to look how the game was
going on in every group. The researcher saw that some students could not answer
quickly, so they made the sentences from their friends’ word. The game was about
thirty five minutes. After the game was finished, the teachers asked the students to
submit the paper of sentences, then the researcher asked the students to come in
front of the class and read what they had made in a group. There were some
students who raised their hand and were ready to come in front of the class.
In the post activity, the researcher concluded the material. Then, the
researcher asked about the students’ difficulties in the learning process. The
researcher and the students also reflected what they had learned together.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
39
c. Observation of Second Cycle
In this stage, the researcher made an observation checklist to help the
researcher observe the class.
Table 4.2. Observation Checklist of 7C Students in Second Cycle
Date: March 14,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher. √
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
In the beginning of the learning, the researcher greeted the students and
called the nicknames of the students. The researcher also remembered some
students’ names. As usual, the students had prepared the book on the table and
cleaned the whiteboard. In addition, some students also prepared the dictionary
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
40
although the researcher did not ask them to bring it. It showed that the student
have a big desire to learn English. In the previous cycle, the students felt difficult
to mention the animals’ name, so in this cycle they brought the dictionary to help
themselves.
The researcher reviewed the previous material and gave an opportunity for
the students to explain in front of the class. Some students raised their hands and
tried to answer in English. Some of them made the sentences from the animals’
names in English correctly.
After that, the researcher distributed the simple exercises to the students.
There were twenty animals’ names in the box. However, the researcher had to
remind some students to take a note too. There were a lot of questions from them
about the other animals. Then, the researcher asked the students to find it in the
dictionary by themselves.
Then, the researcher asked the students to make a sentence from the
animals that they had known and add the behaviors of the animals. The students
gave good response to the researcher. The students raised their hands and hoped
that the researcher picked them. They also said, “I am miss, I am . . .” (Aku miss,
aku. . .). They made the simple sentences, which were “The elephant has two big
ears.”, “The cat has four legs.”, “The body of ant is small.”, and etc. Actually, the
students did not mention the animals’ behaviors correctly, some of them
mentioned about animals’ characteristic. In this case, the researcher needed to
explain about the animals’ behaviors, so the students could made the sentences
correctly.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
41
In the group, when the researcher walked around in the class, there were
no students who asked about the rule of the game. The students made the
sentences from animals’ names and the characteristics. They made the sentences
about the colors, the size, and the food.
d. Reflection of Second Cycle
The researcher remembered the students’ names, it influenced the learning.
It made the relationship between the researcher and the students closer. In
addition, the students felt that the researcher cared about them. This situation was
good to make the students feel confident with the learning process.
One of the important things in the second cycle was the researcher
reviewed the previous material. Actually, the previous material also had a relation
to the next material. In addition, the review helped the students to remember the
previous material.
When the researcher gave an opportunity to the students to make the
sentences, there were many students who raised their hands to answer. It showed
that the students were excited to answer the question and the researcher was happy
observing at this situation. It meant that the students wanted to speak in English
bravely, so the researcher did not need to call the students’ name. There was one
student who said, “What if it is wrong?” (Miss, kalau salah gimana?). It showed
that they wanted to answer but they were afraid to make the wrong sentences.
Some of students mentioned the animals’ characteristic, but the researcher
appreciated the students’ participation. However, after that the researcher
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
42
explained about the differences between characteristics and behavior. It showed
that the students were not afraid to make mistakes in speaking English.
In the game process, the researcher walked around the class and the
students seemed to enjoy the game. They spoke English bravely. However, some
students still felt the difficulties to find the animals’ behaviour. Therefore, they
opened the dictionary to find the words. However, Fun Sentence Game could help
the students to enrich their English word. After the game finished, as usual the
researcher asked the students to come in front of the class and there were ten
students who wanted to speak in front of the class.
In the second cycle, the students showed the different results. The students
found the difficulties but they were enjoying the game. They had understood and
adapted to the game. There were also more participations from the students in the
learning. In this cycle, the researcher and the students could reach the purposes
which were the students could identify and mention the animals' behaviors to their
classmate in spoken and written form accurately.
In the beginning of the learning activity, the researcher explained the
animals’ behaviors and asked the students to mention the other examples.
Although some of them did not mention it well but they spoke bravely. After that,
the students could mention the animals’ behaviors based on the exercise. Then, in
the Fun Sentence Game, the students made the sentence based on the animals’
behaviors. This game was played in the group, so they said the animals’ behaviors
to their classmates. In the next cycle, the researcher needed the specific exercise to
help the students in making sentences that is appropriate with the topic.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
43
3. Third Cycle
The third cycle was the last cycle in this research. The research was
conducted on March 17, 2017. The purposes of the third cycle were students
could mention the things' functions on the picture accurately, then the students
could mention it to their classmate in spoken and written form accurately.
Similarly, with the previous cycle, this cycle was divided into four steps, namely
planning, action, observation, and reflection.
a. Planning of Third Cycle
Based on the observation list on the second cycle, the researcher observed
that the students felt excited to play Fun Sentence Game in the second cycle.
There were also more students who wanted to answer the researcher’s question
compared to the first cycle. In the second cycle, the researcher should remind the
students to take a note about the lesson. Although the students found the
difficulties to play Fun Sentence Game, but they felt challenged to make the
sentences in English. The students opine that the Fun Sentence Game motivated
the students to find English words. Therefore, in the third cycle, the researcher
should make the students enjoyably playing the Fun Sentence Game and remind
the students to take a note.
The topic of the third cycle was the functions of things in the classroom.
The researcher prepared the lesson plan, observation list, and the media. The
media were laptop, LCD, markers, and exercise sheets. The exercise sheets were
about crossword. In the last cycle, the researcher did not need a lot of media to
illustrate the things, because the theme was the things in the classroom, so the
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
44
students could look around to the class. The researcher only showed a picture in
the whiteboard to attract the students’ attention.
Figure 4.2. Picture of Things in the Classroom
b. Action of Third Cycle
The third action was still conducted in class 7C. The researcher hoped that
the students were familiar with the game. Therefore, the researcher did not need to
explain the game again. Similarly with the two previous cycles, the action was
divided into three parts, namely pre-activity, main activity, and post activity.
In the pre-activity, the researcher greeted the students when the reseracher
entered the class. The students also answered the researcher’s greeting well. As
usual, the researcher checked the attendance list. In the third meeting, the
researcher almost remembered all the nicknames of the students, but sometimes
the researcher was wrong when calling the students’ names. In the beginning of
the class, the researcher looked that the students had prepared the book and
dictionary. The researcher hoped that the students had found some words about
the classroom’s things.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
45
In the main activity, the researcher asked the students to look around the
classroom and write what they had seen using Indonesian. Then, they translated
those words in English. They could open the dictionary or ask their friends. The
students also could write the things that were usually in the classroom although
those things were not in their classroom. Then, the researcher also added some
words that were not written by the students.
Next, the researcher asked about the functions of the things and the
students answered well. Sometimes, they did not mention the words but they
showed the function by their hands. For example when the teacher asked about the
function of eraser, they did erase something and said “Ini apa miss namanya
miss…”, then the researcher asked them to find it in the dictionary. The things
were usually used by the students in their daily lives, so they knew the function
and translated it in English. In this cycle, they did not need to think harder.
The researcher also explained a little bit about how to make a sentence
about function of the things. The researcher only explain in general, such as if the
subject was only one so the sentence use the word “uses = use + s” and if the
subject were more than one so the sentence use the word “use”. The researcher
gave this information to help the students explained the function easier.
Then the researcher asked the students to make different groups before
playing Fun Sentence Game. The students looked that they were not excited to
play Fun Sentence Game again because two previous things also Fun Sentence
Game. However, the researcher said about the topic was about the classroom’s
things, so the students should find the words about things in the classroom. The
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
46
students said that it was the easiest topic, because the students saw the things in
their daily life.
After that, they mentioned the function of the things on a piece of paper.
For example “The students use pencil to write on the book.”, “The teacher use
marker to write on the whiteboard.” and etc. In the end of the game, the researcher
asked the students to submit the paper of sentences.
In the post activity, the researcher and the students made a conclusion of
what they had learned in that day. The researcher also asked about the students’
difficulties in the learning process. The researcher could not distribut the
questionnaires about the research in the last cycle because the time is limited and
the researcher was afraid that the students were not serious to answer it.
Therefore, the researcher needed the next day to distribute the questionnaires.
c. Observation of Third Cycle
Similarly with the previous cycles, the researcher also made the
observation checklist to observe the class. The researcher used it to remind the
real situation in the classroom during the research.
Table 4.3. Observation Checklist of 7C Students in Third Cycle
Date: March 17,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
47
NO STATEMENTS
SCALE
1 2 3 4
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher. √
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
When the researcher entered the class, the students had prepared the book
and the dictionary on the table. Some of them also opened the book on the page
that they would learn the material. It showed that they were ready to follow the
learning process.
In the previous meeting, the students were told by the researcher about the
topic for the third meeting. The chosen topic was about the things in the
classroom. They seemed interested in the topic because they knew the functions in
their daily lives.
The researcher gave a short explanation about the topic in English to the
students. The students asked about the unclear material. If they did not know the
Indonesian and they asked to the researcher, the researcher gave an opportunity to
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
48
the other students to answer it. There were some students who talked to the others
when the researcher explained the material.
However, when the researcher asked the students to mention the functions,
there were ten students who raised their hands. The researcher gave opportunity to
the students who had not answered yet in the previous meeting. Then, the students
mentioned the functions in English.
d. Reflection of Third Cycle
The students were aware to prepare the learning. It helped the researcher to
start the learning process as soon as possible. The researcher did not need to ask
the students to open the chapter. The other students who had not opened their
books, then asked to their friends about the number of the pages.
The topic of the third meeting was easy for them. The researcher hoped
that it could help the students to speak in English easier. On the other hand, the
topic made some students did not pay attention to the researcher’s explanation.
Actually, they had taken a note but they talked with the others too. The students
felt that they had known what the researcher was talking about. However, they
could answer the researcher’s question well.
The researcher saw the different expression when she asked them to play
Fun Sentence Game again. In the beginning, the students looked did not excited to
play the game but after the researcher said the topic, they looked excited while
playing the game. They had written the list of things in the classroom. They only
needed to answer quickly than the previous cycle. Therefore, they did not need to
make sentences from some words. They still wrote the words that they had
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
49
spoken. Based on the paper of sentences, the researcher observed that the students
could mention the function of the classroom’s things well.
In this activity, the students did not need a lot of time to think because they
were familiar with the topic. In the last cycle, the researcher and the students
could reach the purpose of the cycle. Those are students could mention the things'
functions in the picture accurately and they could mention it to their classmates in
spoken and written accurately. The researcher showed the picture of the classroom
and the students could mention the names and the functions of the things well.
After that, they played Fun Sentence Game and they could speak the things’
functions to their classmates, then write it on a piece of paper.
In conclusion, based on the three cycles, the students could reach the Fun
Sentence Game’s goal which were the students was the players can use the word
in the good sentence that was appropriate with the topic. Although, the students
found the difficulties in the second cycle but they felt the difficulties was the
challenge for them.
In addition, the researcher distributed the questionnaires to the 7C students
on May 22, 2017. There were thirty-five students from 7C. The questionnaires
were divided into two parts, namely open-ended and close-ended questions. In
part one, the researcher gave ten statements and the participants only chose the
right answers based on their opinions. There were two options, which were agreed
and disagreed. In part two, there were two questions and the participants answered
by their own perception.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
50
Table 4.4 The Result of the Questionnaire
NO. STATEMENTS PERCENTAGE/ RESPONSE
AGREE DISAGREE
1 Saya menyukai pelajaran bahasa Inggris.
(I love English lesson.) 89% 31 11% 4
2
Saya tidak menemukan kesulitan dalam
pelajaran Bahasa Inggris. (I do not find
any difficulties in English learning
process.)
34% 12 66% 23
3
Saya mempunyai niat yang besar untuk
belajar Bahasa Inggris. (I have a big
desire to learn English.)
91% 32 9% 3
4 Saya suka berbicara dalam Bahasa
Inggris. (I love to speak in English.) 57% 20 43% 15
5
Saya tidak takut mengucapkan kata yang
salah saat berbicara Bahasa Inggris. (I am
not afraid to make mistakes in speaking
English.)
71% 25 29% 10
6
Saya merasa percaya diri saat berbicara
dalam Bahasa Inggris. (I feel confident to
speak in English.)
54% 19 46% 16
7
Permainan Fun Sentence Game membantu
saya untuk memperkaya kata-kata dalam
Bahasa Inggris. (Fun Sentence Game
helps me to enrich English words.)
86% 30 14% 5
8
Permainan Fun Sentence Game
memotivasi saya untuk mencari kata dalam
Bahasa Inggris. (Fun Sentence Game
motivates me to find English words.)
91% 32 9% 3
9
Permainan Fun Sentence Game
memotivasi saya untuk membuat kalimat
yang baik dalam Bahasa Inggris. (The Fun
Sentence Game motivate me to make good
sentences in English.)
91% 32 9% 3
10
Saya tertantang berbicara Bahasa Inggris
dalam permainan Fun Sentence Game. (I
am challenged to speak English when
playing Fun Sentence Game.)
69% 24 31% 11
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
51
Based on the questionnaires, the researcher divided the statements into
three points, namely perception, motivation and self-confidence. First, there were
three statements about students’ perception, which were statement number one,
two and seven. Statement number one and two were students’ perception about
English learning process process. There were 85% or 31 out of 35 students who
loved English learning process. However, there were 66% or 23 out of 35 students
who found the difficulties in English learning process. Statement number seven
was students’ perception about Fun Sentence Game. There were 86% or 30 out of
35 students who agreed that the Fun Sentence Game helped the students to enrich
English vocabularies.
Second, there were four statements about students’ motivation, which were
statement number three, eight, nine and ten. Statement number three was about the
students’ motivation to learn English. There were 91% or 32 out of 35 students
who agreed that they had motivation to learn English. Statement numbers eight,
nine and ten were about the relation between students’ motivation and Fun
Sentence Game. There were same percentages between statement number eight
and nine, which were 91% or 32 out of 35 students who agreed that Fun Sentence
Game motivated them to find English words and make a good sentence in
English. Besides, in the last statement, there were 69% or 24 out of 35 students
who agreed that the Fun Sentence Game challenged them to speak English.
Third, there were three statements about students’ self-confidence in
speaking English, which were statement number four, five and six. There were
51% or 20 out of 35 students who loved to speak English. Besides, there were
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
52
71% or 25 out of 35 students who were not afraid to speak English. In the last
statement, there were 54% or 19 students who had self-confidence to speak
English.
B. Discussion
In this discussion, the researcher discussed about the results of the
interviews and questionnaires with the research questions through the theory.
There were two research questions, (1) How Fun Sentence Game can motivate the
seventh grade students to speak English and (2) How do the SMP Negeri 15
Yogyakarta’s students perceive the use of Fun Sentence Game in their English
learning process. The researcher did the three instruments which were
observation, questionnaire, and interview to answer the research questions. The
results of the research were divided into three points, namely students’ positive
perception, students’ positive motivation and students’ self-confidence.
1. Students’ Positive Perceptions
Table 4.5 The Distribution of Responses to the Students’ Positive Perception in Fun Sentence
Game and English learning process
NO STATEMENTS PERCENTAGE/ RESPONSE
AGREE DISAGREE
1 Saya menyukai pelajaran bahasa
Inggris. (I love English lesson.) 89% 31 11% 4
2
Saya tidak menemukan kesulitan dalam
pelajaran Bahasa Inggris. (I do not find
any difficulties in English learning
process.)
34% 12 66% 23
7
Permainan Fun Sentence Game
membantu saya untuk memperkaya
kata-kata dalam Bahasa Inggris. (The
Fun Sentence Game helps me to enrich
English words.)
86% 32 14% 3
According to Robbins (2003), perception is an individual’s process to
interpret the sensory impressions and get the meaning from the environment.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
53
Therefore, in this opportunity, the researcher explained about the students’
perceptions. There were three statements about students’ perceptions in the
questionnaire.
The first statement was about whether the students loved English learning
process or not. Most of the students agreed with that statement and it was proved
by 89% of the total respondents which were thirty-one out of thirty-five students
who loved the English learning process. There were only 4 students who
disagreed with that statement and did not love the English learning process.
The second statement was whether the students did not find any
difficulties in the English learning process. The second statement had different
answer between the other statements because there were more students who
disagreed with that statement. Twenty-three students disagreed with that statement
and twelve students agreed with that statement. It meant that there were more
students that found the difficulties in the English learning process. For the first
and second statements, it showed that the students loved English and they did not
find any difficulties in English learning process process. This perception could
help the students to learn English successfully.
The seventh statement was about whether the Fun Sentence Game helped
the students to enrich English words or not. Thirty out of thirty-five students
agreed with this statement. There were only five students who disagreed with the
statement. It meant that only five students who could not enrich English words
through the Fun Sentence Game.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
54
Based on the three statements which had been mentioned, the researcher
found that English learning process process and Fun Sentence Game could give
positive perception to the participants. The results of the closed-ended
questionnaires were also supported by the data from open-ended questionnaires
and interviews. The results also showed the positive perceptions from the students
towards the Fun Sentence Game.
In the open-ended question, the researcher asked about students’
perceptions toward the use of Fun Sentence Game in English learning process.
The conclusion of their answers was the Fun Sentence Game helped the students
to speak in English. The students were having fun because they learned by playing
a game while also interacting with their friends. On the other hand, the students
said that they were nervous because they had to answer quickly.
Based on the interview’s results, student number five said that the Fun
Sentence Game helped them to speak in English and was a fun way to learn
English. Student number one’s statement can be seen as follows
“ …menyenangkan dan baru tahu kalau bisa diterapkan untuk belajar jadi
gak perlu bingung gimana caranya belajar. Aku menemukan cara belajar
berbicara dan mencari kata baru dalam Bahasa Inggris. Permainan ini juga
membuat berbicara lebih nyaman karena aku berbicara di depan teman – teman
bukan di depan guru. Aku kan sering berbicara dengan teman – teman tentang
apapun jadi bedanya cuma ini dalam pelajaran Bahasa Inggris…” (Student 1)
“… It is a fun game and I just found out that this game can be applied to
English learning process, so I am not confused anymore about how to learn
English. I have found the new way to speak and find the new words in English.
This game also make me speak English comfortably because I speak in front of
my friends, not my teacher. I usually speak with my friends about any topics, the
difference was about only the language is in English…” (Student 1)
Similarly with student number five, the student number two also gave a
positive answer.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
55
“… setuju dengan permainan ini dipakai dalam pelajaran Bahasa Inggris,
jadi bisa lebih gampang ngomong Bahasa Inggris. Pelajaran juga terasa lebih
menyenangkan dengan adanya permainan, enggak membosankan...” (Student 2)
“… I agree that the game being used in English learning process, so I can
speak English easier. The learning is also more fun and not boring by using the
game…” (Student 2)
The students number six said that the game increased the vocabulary to
speak in English.
“… permainan ini bagus untuk menambah kata-kata dalam
Bahasa Inggris. Kalau sudah tahu kata-katanya jadi lebih mudah buat ngomong
Bahasa Inggris…” (student 6)
“… the game is good to increase the vocabulary. If we have known a lot of
vocabularies, it will be easier to speak English.” (student 6)
This perception is also approppriate with Uberman’s statement. Uberman
(1998) states that game is a good learning variation to improve the vocabulary. In
playing a game, the players are not only doing the fun activity but also practicing
English directly. The Fun Sentence Game helped the students to increase their
vocabulary and spoke English with their friends.
Based on the results of the questionnaires and interview, the researcher
concluded that the Fun Sentence Game gave a positive perception to the students.
According to Saks and Johns (2011), perception has three components, namely
the perceiver, the target, and the situation. As the perceiver, the Fun Sentence
Game was the first time to be played by all 7C students. The target was Fun
Sentence Game, all of the students had known about ABC 5 Dasar, but they did
not know about Fun Sentence Game. Therefore, the students got similar
information about Fun Sentence Game. The situation of playing this game was
also similar because the game was played in the learning activity in the same
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
56
class. Therefore, the 7C students had the similar of three components that made
them had almost same perception.
2. Students’ Positive Motivation
4.6 The Distribution of Responses to the Students’ Positive Motivation
by Playing Fun Sentence Game
NO STATEMENTS PERCENTAGE/RESPONSE
AGREE DISAGREE
3
Saya mempunyai niat yang besar untuk
belajar Bahasa Inggris. (I have a big desire
to learn English.)
91% 32 9% 3
8
Permainan Fun Sentence Game memotivasi
saya untuk mencari kata dalam Bahasa
Inggris. (The Fun Sentence Game motivate
me to find English words.)
91% 32 9% 3
9
Permainan Fun Sentence Game memotivasi
saya untuk membuat kalimat yang baik
dalam Bahasa Inggris. (The Fun Sentence
Game motivate me to make good sentences
in English.)
91% 32 9% 3
10
Saya tertantang berbicara Bahasa Inggris
dalam permainan Fun Sentence Game. (I
am challenged to speak English when
playing Fun Sentence Game.)
69% 24 31% 11
There were four statements in the closed ended questionnaires about
students’ motivation. Statement number three was about whether the students had
a motivation to learn the English language or not. Almost all students had the
motivation to learn English language. It was proved by 91% of students who
agreed with this statement and only 9% students who disagreed with this
statement. In addition, this statement was also related with self-confidence. If the
students had positive motivation, they had good self-confidence automatically.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
57
For statement number eight and nine, those had the same percentage.
Those statements were about whether Fun Sentence Game motivated the students
to find English words and make a good sentence in English. Based on those
statements, there were thirty-two students who agreed with each statement. It
meant that the Fun Sentence Game could help the students in the English learning
process.
The last statement from the questionnaire was about whether the Fun
Sentence Game challenged them to speak English or not. There were 69% who
agreed and 31% who disagreed to the statement. The researcher tried to get the
deeper answer from the open-ended questions.
Based on the open-ended question, there was one question about the
motivation. The question was about how the Fun Sentence Game could give the
motivation to speak in English. Most of the students’ answers were they felt
motivated by Fun Sentence Game. There were many proofs that they were
motivated, such as the students were more active to find words in the dictionary
before playing that game, so they could answer quickly. Some of them said that
Fun Sentence Game was only a game but it could be a simple practice to speak in
English. However, the sentence that they had spoken was only a short sentence
but it could be a practice for the students to speak fluently. On the other hand, two
out of thirty-five students said that the Fun Sentence Game did not motivate them
because it was only a game.
Moreover, the results of the interview also proved the positive motivation.
The students said that Fun Sentence Game helped them to speak simple sentences
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
58
in English. The game was an interesting way to practice English. The student
number three said that after playing the game, he liked to speak English.
“ … Permainan ini membantuku dalam berbicara Bahasa Inggris karena
di permainan ini harus membuat kalimat pakai Bahasa Inggris jadi mau tidak
mau harus berbicara. Setelah bermain ini aku semakin suka untuk berbicara
Bahasa Inggris walaupun tidak banyak tapi aku berani menjawab pertanyaan
guru dengan Bahasa Inggris…” (Student 3)
“ … This game helps me in speaking English because I have to make
English sentences in the game, even I do not want to but it is the rules. After
playing this game, I like to speak English more although I do not speak too much
but I answer the teacher’s question in English bravely…” (Student 3)
The student number four said that the game helped her to speak in English.
She could interact with her friends.
“. . . Walaupun aku hanya berbicara satu kalimat dalam satu kata tetapi
aku dan temanku memainkan lebih dari 1 putaran.Jadi, aku membuat banyak
kalimat dalam 1 kali permainan.Ini membuatku semakin senang berbicara
Bahasa Inggris karena aku sudah membuat banyak kalimat di sini.Permainan ini
menyenangkan juga karena aku bisa berinteraksi dengan teman-temanku.Ini
membuat pertemanan kami semakin dekat. Di samping itu, kami juga bisa belajar
bersama. . .” (Student 4)
“. . . I only speak one sentence in every word in this game. My friends and
I also play this game not only one round but also some rounds, it means that I
produce some sentences in a game. It makes me happy to speak English because I
have made a lot of sentences in this game. This game is fun because I can speak
English and have interaction with my friends. It can make our friendship closer.
Besides that, we can learn together…” (Student 4)
The student number five said that the game made him remember the
material that he had learned with the teacher and he spoke English comfortably
and bravely. He also said that this game forced him to speak English.
“… Permainan Fun Sentence Game membuat aku harus mengingat
materi yang sudah diajarkan di awal pelajaran. Padahal selama ini aku tidak
terlalu memperhatikan jadi permainan ini membuat aku lebih memperhatikan.
Permainan ini juga memaksaku untuk berbicara Bahasa Inggris miss sebenarnya
tapi jadinya seneng soalnya gampang ternyata setelah dicoba…” (Student 5)
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
59
“… In the Fun Sentence Game, I have to remember the materials that have
been learned in the beginning. I do not really pay attention to the teacher’s
explanation before. This game forces me to speak English for the first time, but I
am happy because English is easy after I try to speak…” (Student 5)
Based on the results of questionnaires and interviews, the students got the
positive motivation from this game. According to Schunk (1995), motivation can
influence what, when, and how we learn. In this game, the students played the
game more than one round, it showed that they were interested with the game.
Besides, the students also got the benefits from this game. The students were
motivated in several ways, but the motivation helped them to speak English
bravely. It is appropriate with Pinritch and Schunk’s (1996) statement, motivation
influences learning and performance, and what students do and learn influences
their motivation. The motivation that they had gotten from the Fun Sentence
Game could motivate them to speak in English. It was also showed by the cycles
that the researcher had done. The students showed the progress from cycle one to
cycle three. In the cycle one, there were some students who raised their hands to
answer the questions. Then, in the cycle three, there were almost all students who
raised their hands to answer the questions.
In this situation, based on Uno (2007), the students got the extrinsic
motivation because the students got motivation from the learning process which
was the game. It is related with the statement from Erzos (2000), game is an
interesting thing that can increase motivation and can be used in all language
skills. The Fun Sentence Game could increase the students’ motivation to speak in
English.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
60
3. Students’ Self-Confidence
4.7 The Distribution of Responses to the Students’ Self Confidence
NO STATEMENTS PERCENTAGE/RESPONSE
AGREE DISAGREE
4 Saya suka berbicara dalam Bahasa Inggris.
(I love to speak in English.) 57% 20 43% 15
5
Saya tidak takut mengucapkan kata yang
salah saat berbicara Bahasa Inggris. (I am
not afraid to make mistakes in speaking
English.)
71% 25 29% 10
6
Saya merasa percaya diri saat berbicara
dalam Bahasa Inggris. (I feel confidence to
speak in English.)
54% 19 46% 16
In this part, the researcher discussed the result of the research that was
related with self-confidence theory. According to Bandura (1986), self-confidence
is the best motivator to people’s daily lives. People who have self-confidence will
have good motivation. Therefore, the researcher showed and discussed the data
from the questionnaires and interviews related to students’ confidence.
There were three statements in the questionnaire about students’ self-
confidence. Statement number four was stated “I love to speak English.” There
were 57% or 20 out of 35 students who agreed and 43% or 15 out of 3 students
who disagreed with this statement. These results influenced the English learning
process process. The students who loved English enjoyed learning English in
every way. It would be different with the students who did not love English and
needed many ways to make them enjoy in the English learning process.
Statement number five was about whether the students were afraid to make
a mistake or not. There were twenty-five students who were not afraid to make a
mistake in speaking English, but ten students were still afraid to make a mistake.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
61
The students who were not afraid showed that they were comfortable to speak in
English. It meant that they had a good self-confidence, although they were not
always said the word correctly, but they spoke it bravely. Hambly (1992) states
that self-confidence is a trust to ourselves, so people can face every situation
calmly, while self-confidence is about ourselves with others. Therefore, students
who had self-confidence, were not afraid to make a mistake in English speaking
process because they trusted to themselves and could handle the situation.
Statement number six was about whether the students felt confident to
speak in English or not. There were 54% students who agreed and 46% students
who disagreed with the statement. The difference between these two answers was
only 8%. It meant that some of them needed more motivation to build better self-
confidence.
In the interview, the researcher asked about the feelings of the students
when they played the Fun Sentence Game. Almost all of the six students said that
they were comfortable to play this game but they had different opinions about
that. Student number five said that he was happy to play because he was not
ashamed to make a mistake.
“. . . Aku senang karena permainan ini seru dan tidak menakutkan. Aku
bisa nyaman berbicara bahasa Inggris karena berbicara di kelompok kecil jadi
tidak malu kalau membuat salah, justru teman memberi tahu yang benar. . .”
(Student 5)
“. . . I am happy because the game is fun and not scary. I speak English
more comfortable because I speak in a small group so if I am not ashamed to
make mistakes, my friends also tell the correct one . . .” (Student 5)
This statement was appropriate with the theory from Erikson (1902 –
1994) in adolescence level (ages 12–18) that in this stage, the individual wants to
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
62
belong to a society. The students said that he was comfortable to play in a small
group. It was equal to the Erikson’s theory that people in the adolescence level
prefer to learn in society than as an individual.
In addition, Nagaraj (2008) states that the goal of class activity is the
learner can learn the target language and use it. Learning to speak the second
language is very difficult because the people need to speak in social interactions.
In the Fun Sentence Game, the students did social interaction in the classroom. It
could increase the students’ speaking skills.
On the other hand, there were two different answers from the student
number two and three. Each student had two answers that were contrary each
other. Student number two said that the game was difficult but also comfortable to
play.
“… Permainan ini susah karena jika aku tidak bisa menjawab, aku harus
membuat kalimat dari semua jawaban temen di kelompok. Tapi ini juga
menantang supaya aku bisa menjawab lebih cepat dari mereka. Aku juga merasa
nyaman bermain karena Cuma membuat satu kalimat dari setiap kata kecuali
kalau enggak bisa menjawab cepat…” (Student 2)
“This game is difficult because if I cannot answer, I have to make
sentences from my friends' answer. However, it makes the game more
challenging, so I have to answer quickly. I also feel comfortable because I only
make one sentence, except if I cannot answer quickly...” (Student 2)
Student number three said that she was happy to play the game but
sometimes she felt bad mood.
“…Aku senang karena bisa bermain sambil belajar. Aku juga enggak deg-
deg an dan bisa berbicara dalam Bahasa Inggris dengan nyaman tapi aku takut
jika aku tidak bisa menjawab dengan cepat. Nyebelinnya itu kalau ada yang
jawab kata yang sama Miss, kan jadinya aku harus cari kata lain…” (Student 3)
“…I am happy because we can play while learning. I am not really
nervous and can speak English comfortably. However, I am afraid if I cannot
answer quickly. Sometimes, I get a bad mood because my friend answers the same
word and I have to think again to find another word…” (Student 3)
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
63
The students had fun to play the Fun Sentence Game because the fifth
students stated that speaking English in front of their friends comfortably. In this
case, they had good self-confidence because they spoke English bravely. This
good self-confidence influenced their motivation. According to Anthony (1992),
self-confidence is about people who can accept, improve, and think positively
about themselves, then they try to reach what they want. In this situation, the
students could improve themselves and they were aware that English was difficult
but they wanted to speak English. Therefore, they forced themselves to speak
English.
Based on the results of questionnaires, interviews, and the cycles that were
done by the researcher, the researcher could answer the two research questions.
The first research question was about “How can Fun Sentence Game motivate the
seventh grade students to speak in English?” The students answered it in several
ways. They said that the Fun Sentence Game motivated them in speaking English
by increasing the vocabulary, interacting with the friends, and doing the
challenging punishment. It showed that the students got the positive motivation
from the Fun Sentence Game.
The second research question was “(2) How do the SMP Negeri 15
Yogyakarta’s students perceive the use of Fun Sentence Game in their English
learning process?” The students had the positive perception towards Fun Sentence
Game. The students felt that the game helped them to speak in English. They
found the difficulties that they could solve and they thought that the game was
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
64
still fun to be played. They were happy because the game was applied in the
learning activity. It made the learning more fun.
In addition, the students also increased their self-confidence to speak
English from the game. They felt comfortable because they could speak in small
groups, speak with their friends, and speak in simple sentences. This feeling was
important to build their self-confidence. Therefore, sometimes they were
comfortable to speak English in a big group or in front of the class and to different
listeners in a new group and more sentences.
Based on the result, the teacher and the students could achieve the English
speaking process process’ goals. According to Lado (1964), the goal of English
speaking process is influenced by the techniques and procedures of the teacher to
manage the class. The Fun Sentence Game could be one of the ways to manage
the class. It made the students have become more fun and they enjoyed learning in
the English class.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
65
CHAPTER V
CONCLUSIONS AND RECOMMENDATIONS
This chapter is divided into two parts, which were the conclusions and
recommendations. In the conclusion, the researcher explains about the research
results and discussion. In the recommendations, the researcher gives some
recommendations for the teachers, students, and future researchers.
A. Conclusions
The researcher conducted the research to find out how Fun Sentence Game
motivated seventh grade students of SMP Negeri 15 Yogyakarta in English
learning process. The researcher used Classroom Action Research that designed
by Kemmis and Taggart as the research method. The researcher did three cycles in
this research. Every cycle consist of four stages, namely planning, action,
observation, and reflection.
The researcher had collected the data from questionnaires, interviews, and
cycles in the class. Then, the researcher made a conclusion based on the data that
were collected. The researcher found that the Fun Sentence Game gave positive
perception, motivation, and self-confidence to the students. It was showed by how
the students gave good feedback to the Fun Sentence Game. The students said that
they were happy to play the game. Besides, they also found a new way to learn
English. Moreover, they spoke English more bravely than usual. They said that
making a simple sentence from the word is easy, so they do not afraid to speak.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
66
Based on the Fun Sentence Game, the researcher has learned about two
important aspects. First, the researcher knows that Fun Sentence Game can be one
of the English teacher’s solutions to teach students. In this research the researcher
implemented the Fun Sentence Game in every cycle by using the different media
to start the game. The researcher used an animals’ video for the first cycle, finding
words exercise for the second cycle, and crossword exercise for the third cycle. In
the three cycles, the students could play Fun Sentence Game well. It showed that
Fun Sentence Game can be started by many ways. In addition, the researcher also
used the different topics in every cycle, it showed that Fun Sentence Game can be
applied in many topics. This game could be a solution for teachers to teach
students in a fun way.
Second, the researcher knows that Fun Sentence Game can motivate the
students and increase students’ self-confidence. In this research, after the game
was played in a small group, it influenced the students’ participations. There were
also differences on the students’ participations through the English learning
process. The students showed the progression in every cycle. In the first meeting,
there were some students who wanted to answer the question from the researcher.
Some of them also used Indonesian to answer it. The researcher asked them to
come in front of the class and they spoke in English. In the last meeting, almost all
students in the class raised their hand and wanted to answer the question. Then,
the researcher asked them to write on the whiteboard, so every student got the
opportunity to answer. The progression showed that the students had motivation
and self-confidence to speak in English. In addition, the Fun Sentence Game
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
67
proves that speaking English was not really difficult. In this case, they could
speak a simple sentence from a simple word. Then, they could develop that into
sentences.
In conclusion, the students could achieve the goal of the Fun Sentence
Game which was the players can use the word in the good sentence. The players
can make the sentence in spoken bravely. This game could be used for the
students who did not have self confidence to speak English. However, the teacher
should prepare some activities that more specific through the topic. Therefore, the
students were more ready to play Fun Sentence Game.
B. Recommendations
Based on the conclusion, the Fun Sentence Game gives positive
motivation to the students in English learning process. However, the researcher
found some recommendations for teachers, students and future researchers. The
recommendations can be used to make the game more effective.
1. For Teachers
There is two recommendations for teachers. First, teachers have to remind
the students to speak softly, so they do not disturb the other class. This game
makes students feel excited to answer, so they cannot control their voice. In this
case, the teachers have to remind them many times. Second, teachers have to plan
more pre-activity before the game. The pre-activity must be more specific through
the game. Therefore, it can help the students to play easier.
2. For Students
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
68
In this game, students need to speak using many words. Therefore, to
make the game more fluent, students have to prepare themselves by learning many
words. Each student can bring their own dictionary, so they do not disturb the
other friends. They can also make a list of words by the letters, alphabetically.
3. For Future Researchers
The recommendation for future researchers is future researchers can
interview the teacher after the implementation of Fun Sentence Game. The result
of the interview can be a validation of the research, so the researchers know the
teacher’s opinion after implementation of the game. In the beginning of the
research, the researcher also needs to make sure that the teacher can be
interviewed. It is important that the researcher to make an appointment with the
teacher to have an interview, so the researcher can remind the teacher about the
interview time.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
69
REFERENCES
Anthony, R. (1992). Rahasia Membangun Kepercayaan Diri (terjemahan Rita
Wityadi). Jakarta: Binarupa Aksara.
Bandura (1986). Learning, Remembering, Believing: Enhancing Human
Performance Chapter: Self-Confidence and Performance, page 173.
Retrieved on November, 2016, from
https://www.nap.edu/read/2303/chapter/13#173. Washington, D.C.:
National Academy Press.
Bimo, W. (2010). Pengantar Psikolog Umum. Yogyakarta: C.V Andi Offset.
Brown, G. and Yule, G. (1989). Teaching the Spoken Language. Approach Based
on the Analysis of Conventional English. Australia: Cambridge University
Press.
Bygate, M. (1997). Speaking. New York: Oxford University Press.
Erikson, E. H. (1994). Identity and the Life Cycle. New York: W. W. Norton &
Company.
Ersoz, A. (2000). Six Games for the EFL/ESL Classroom. The Internet TESL
Journal, Vol. VI, No. 6, June 2000.
Hambly. (1992). How to Improve Your Confidence. New York: Sheldon Press.
Lado, R. (1964). Language Teaching: A Scientific Approach. New York:
McGraw-Hill, Inc.
Ludewig, A. & Swan, A. (2007). 101 Great Classroom Games. New York:
McGraw-Hill Education.
Kemmis, S & Mc Taggart, R. (1992). The Action Research Planner. Australia:
Deakin University Press.
Nagaraj, G. (2008). English in the World. English Language Teaching:
Approaches, Methods, Techniques. Orient Longman Private Limited.
Pintrich, P. & Schunk, D. (1996). Motivation in Education: Theory, Research &
Applications, Ch. 3. Englewood Cliffs, NJ: Prentice-Hall.
Robbins, S. P. (2003). Perilaku Organisasi Jilid 2. PT. Indeks Kelompok
Gramedia, Jakarta.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
70
Saks, A. M. & Johns, G. (2011). Organizational Behavior. Canada: Prentice Hall
Canada
Santrock, J. W. (2011). Educational Psychology. New York : McGraw-Hill
Schunk, D. H. (1995). Self-efficacy, motivation, and performance. Journal of
Applied Sport Psychology, 7(2), 112-137
Straughn, H. K. (2009). Life Spirals. St. Louis, Missouri: Chalice Press.
Tarigan D, HG. Tarigan. (1990). Teknik Pengajaran Keterampilan Berbahasa.
Bandung: Angkasa.
Uberman, A. (1998). The Use of Games for Vocabulary Presentation and
Revision. Forum Volume 36 No.1.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
72
APPENDIX A
Permission Letter from English Language Education Study Program
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
73
APPENDIX B
Permission Letter from Dinas Penanaman Modal dan Perijinan
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
74
APPENDIX C
Observation Checklist of 7C Students in First Cycle
Date: March 10,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher. √
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
NOTE :
The students were ready to follow the learning.
For example : They prepared the book on the table, cleaned the whiteboard and
answered the researcher's greeting.
When the researcher played the video, some students still talked with their
friends. Some students were taking notes from by the video.
There were only two students who raised their hands to answer the researcher's
question.
Some students did not understand about the game.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
75
APPENDIX D
Observation Checklist of 7C Students in Second Cycle
Date: March 14,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher. √
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
NOTE :
Students prepared the book, the whiteboard and manual dictionary.
Students answered the researcher's greeting.
Many students took a note from the exercise.
Students asked some words that they have not known before.
Students could mention the animals' behaviors.
Students played the game well.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
76
APPENDIX E
Observation Checklist of 7C Students in Third Cycle
Date: March 17,2017
NO STATEMENTS SCALE
1 2 3 4
1 Students are ready to follow the learning process. √
2 Students are interested to follow the learning process. √
3 Students pay attention to teacher's explanation. √
4 Students participate in the learning process. √
5 Students receive to the teacher's explanation in English. √
6 Students answer the teacher's question in English. √
7 Students do what the teacher has asked. √
8 Students noted the important things. √
9 Students speak in English bravely. √
10 Students ask the unclear material to the teacher. √
Scale 1 : There were 1- 7 out of 35 students who did it.
Scale 2 : There were 8 - 14 out of 35 students who did it.
Scale 3 : There were 15 - 30 out of 35 students who did it.
Scale 4 : All the students did it.
NOTE :
Students prepared their book, the whiteboard and manual dictionary.
Some students still talked to others friends when the students explain the
material.
Students more prepared about the words.
Students could mention the function of things well.
The topic was familiar to the students.
Students played the game well.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
77
APPENDIX F
Questionnaire
Siswa-siswi Kelas VIIC SMP Negeri 15 Yogyakarta yang saya kasihi,
Saya Frederica Cynthia Aviolita, mahasiswi dari Pendidikan Bahasa Inggris Universitas
Sanata Dharma Yogyakarta. Saya sedang melakukan penelitian untuk Skripsi saya yang
berjudul “Using Fun Sentence Game to Motivate Seventh Grade Students of SMP
Negeri 15 Yogyakarta to Learn English”. Kuesioner ini berhubungan dengan persepsi
siswa-siswi dalam menggunakan “Fun Sentence Game” dalam Pembelajaran Bahasa
Inggris. Hasil Kuesioner ini tidak akan memperngaruhi nilai akademik dan tidak akan
dipubliskan, melainkan untuk kepentingan penelitian semata. Atas bantuan dan kerjasama
para siswa-siswi, saya ucapkan terima kasih.
------------------------------------------------------------------------------------------------
KUESIONER
Nomor Absen Responden :
No. Pernyataan
Responses
Setuju Tidak
Setuju
1. Saya menyukai pelajaran bahasa Inggris.
2. Saya tidak menemukan kesulitan dalam pelajaran
Bahasa Inggris.
3. Saya mempunyai niat yang besar untuk belajar Bahasa
Inggris.
4. Saya suka berbicara dalam Bahasa Inggris.
5. Saya tidak takut mengucapkan kata yang salah saat
berbicara Bahasa Inggris.
6. Saya merasa percaya diri saat berbicara dalam Bahasa
Inggris.
7. Permainan Fun Sentence Game membantu saya untuk
memperkaya kata-kata dalam Bahasa Inggris.
8. Permainan Fun Sentence Game memotivasi saya untuk
mencari kata dalam Bahasa Inggris.
9. Permainan Fun Sentence Game memotivasi saya untuk
membuat kalimat yang baik dalam Bahasa Inggris.
10. Saya tertantang berbicara Bahasa Inggris dalam
permainan Fun Sentence Game .
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
78
Berilah tanda centang (√) pada kolom yang disediakan sesuai dengan jawaban
anda.
Jawab Pertanyaan di bawah ini secara jelas!
1. Bagaimana menurutmu Pembelajaran Bahasa Inggris di SMP Negeri 15?
2. Bagaimana permainan Fun Sentence Game dapat memotivasimu untuk berbicara
dalam Bahasa Inggris?
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
79
APPENDIX G
The Blue Print of the Questionnaire
NO STATEMENTS THEORY
1 Students' perception about English
learning process : Statement number 1 and
2
Students' perception about Fun Sentence
Game : Statement number 7
Robbins (2003) says that perception
is an individual’s process to interpret
the sensory impressions and get the
meaning from the environment.
Saks and Johns (2011) states that
perception has three components,
namely the perceiver, the target and
the situation.
2 Students' motivation about English
learning process : Statement number 3
Students' motivation about Fun Sentence
Game : Statement number 8, 9 and 10
Schunk (1995) states that motivation
can influence what, when, and how
we learn.
Pinritch and Schunk (1996) state that
motivation influences learning and
performance, and what students do
and learn influences their motivation.
Uno (2007) says that there are
intrinsic and extrinsic motivations
that can be proved by encouragement
and necessity.
3 Students' self-confidence about English
learning process : Statement number 4, 5
and 6
Bandura (1986) states that self-
confidence is the most motivators to
their daily lives.
Hambly (1992) defines that self-
confidence is trust to our self, so
people can face every situation
calmly, self confidence is about our
self and others.
Anthony (1992) says that self-
confidence is about people who can
accept, improve, and positive
thinking to themselves, then they try
to reach what they want.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
80
APPENDIX H
The result of the Questionnaire
NO. STATEMENTS PERCENTAGE/ RESPONSE
AGREE DISAGREE
1 Saya menyukai pelajaran bahasa Inggris. (I love
English lesson.) 89% 31 11% 4
2
Saya tidak menemukan kesulitan dalam pelajaran
Bahasa Inggris. (I do not find any difficulties in
English learning process.)
34% 12 66% 23
3
Saya mempunyai niat yang besar untuk belajar
Bahasa Inggris. (I have a big desire to learn
English.)
91% 32 9% 3
4 Saya suka berbicara dalam Bahasa Inggris. (I love
to speak in English.) 57% 20 43% 15
5
Saya tidak takut mengucapkan kata yang salah saat
berbicara Bahasa Inggris. (I am not afraid to make
mistakes in speaking English.)
71% 25 29% 10
6
Saya merasa percaya diri saat berbicara dalam
Bahasa Inggris. (I feel confidence to speak in
English.)
54% 19 46% 16
7
Permainan Fun Sentence Game membantu saya
untuk memperkaya kata-kata dalam Bahasa Inggris.
(Fun Sentence Game helps me to enrich English
words.)
86% 30 14% 5
8
Permainan Fun Sentence Game memotivasi saya
untuk mencari kata dalam Bahasa Inggris. (Fun
Sentence Game motivates me to find English
words.)
91% 32 9% 3
9
Permainan Fun Sentence Game memotivasi saya
untuk membuat kalimat yang baik dalam Bahasa
Inggris. (Fun Sentence Game motivates me to make
good sentences in English.)
91% 32 9% 3
10
Saya tertantang berbicara Bahasa Inggris dalam
permainan Fun Sentence Game. (I am challenged to
speak English when playing Fun Sentence Game.)
69% 24 31% 11
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
81
APPENDIX I
Interview Transcript
R : Researcher
S : Student
R : Halo selamat siang. Sudah siap diwawancara?
S : Sudah dong miss. Tentang apa sih miss?
R : Tentang ABC 5 Dasar di pelajaran Bahasa Inggris yang kemaren, masih inget
to?
S : Masih dong miss.
R : Sebelumnya sudah pernah bermain permainan ini belum?
S : Sudah miss sama teman-teman, kalau dulu diajarin ibu namanya Sobyong
miss.
R :
Oiya biasanya kalau Orang Jawa menyebut dengan Sobyong kalau Bahasa
Indonesianya lebih sering dikenal dengan ABC 5 Dasar. Biasanya tema yang
dipilih apa?
S : Nama buah, judul lagu, nama binatang, nama jalan di Jogja, nama pahlawan
R : Wah banyak juga ya. Lalu bagaimana pendapatmu untuk permainan yang
diterapkan di dalam Bahasa Inggris?
S :
Kaget miss awalnya, ternyata bisa diterapkan di pelajaran. Tak kira Cuma
namanya yang sama ternyata permainannya memang sama. Menurutku,
dengan mengambil beberapa huruf lalu mencari vocab yang berhubungan
dengan huruf yang diambil, menambah vocab miss jadi menambah informasi.
R : Jadi awalnya enggak tau kalau memang permainan itu yang dipakai? Oiya,
nambah vocab ya terus ada yang lainnya enggak?
S :
Iya miss ternyata sama gamenya. Sama ngomongnya miss kan dari vocab
terus suruh ngomong Bahasa Inggris, awalnya Cuma 1 kalimat tapi
permainannya diulang-ulang jadi buat banyak kalimat pakai kata yang beda.
R : Menurut kamu membantu enggak atau biasa aja dalam pelajaran Bahasa
Inggris?
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
82
S :
Iya, sangat membantu sih miss ternyata, walaupun cuma game tapi bisa
dijadikan bahan belajar jadi belajarnya enggak spanneng miss, terus dalam 1
hari berarti kita sudah berbicara banyak kalimat miss.
R : Terus, perasaannya pas main ABC 5 Dasar gimana?
S :
Seru dan seneng juga miss, perlu banyak memikir untuk tidak menyebutkan
vocab yang sama terus gimana buat kalimat yang bener. Senengnya soalnya
permainan miss jadi enggak spaneng sama deg-deg an.
R : Menemukan kesulitan enggak waktu bermain?
S :
Tidak ada sih miss, mungkin cuma harus menghapal banyak kata lagi
sebelum bermain, kan kemarin pas yang awal itu enggak tau jadi masih dikit
kata-katanya tapi yang terakhir gampang miss barangnya ada di kelas soalnya.
Terus buat kalimat bahasa Inggris susah sih Miss tapi justru menambah ilmu
juga.
R : Berarti enggak menemukan kesulitan yang sulit banget ya? Kalau saran untuk
permainan ini ada enggak?
S : Mungkin ditambah banyak kata-kata miss sebelum mulai permainannya jadi
pas main kita bisa jawab semuanya.
R : Baik besok kalau ada permainan lagi, Miss kasih banyak kata-kata ya tapi
diapalin lho. trimakasih ya sudah mau menjawab dengan baik.
S : Iya Miss diapalin kok. Sama-sama ya miss.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
83
APPENDIX J
Sample of Lesson Plan
RENCANA PELAKSANAAN PEMBELAJARAN
(RPP)
Nama Sekolah : SMPN 15 Yogyakarta
Mata Pelajaran : Bahasa Inggris
Kelas/Semester : VII / 2
Topik : Tingkah laku binatang
Alokasi Waktu : 2 pertemuan ( 1JPx 40 menit)
A. Kompetensi Inti
KI1 : Menghargai dan menghayati ajaran agama yang dianutnya
KI2 :Menghargai dan menghayati perilaku jujur, disiplin,
tanggungjawab, peduli (toleransi, gotong royong), santun, percaya
diri, dalam berinteraksi secara efektif dengan lingkungan sosial dan
alam dalam jangkauan pergaulan dan keberadaannya
KI3 :Memahami pengetahuan (faktual, konseptual, dan prosedural)
berdasarkan rasa ingin tahunya tentang ilmu pengetahuan,
teknologi, seni, budaya terkait fenomena dan kejadian tampak mata
KI4 :Mencoba, mengolah, dan menyaji dalam ranak konkret
(menggunakan, mengurai, merangkai, memodifikasi, dan
membuat) dan ranah abstrak (menulis, membaca, menghitung,
menggambar, dan mengarang) sesuai dengan yang dipelajari di
sekolah dan sumber lain yang sama dalam sudut pandang/teori
B. Kompetensi Dasar
1.1. Mensyukuri kesempatan dapat mempelajari bahasa Inggris sebagai
bahasa pengantar komunikasi internasional yang diwujudkan dalam
semangat belajar.
2.2. Menunjukkan perilaku jujur, disiplin, percaya diri, dan bertanggung
jawab dalam melaksanakan komunikasi transaksional dengan guru dan
teman.
3.6 Mengidentifikasi fungsi sosial, struktur teks dan unsur kebahasaan teks
interaksi transaksional lisan dan tulis yang melibatkan tindakan
memberi dan meminta informasi terkait dengan tingkah
laku/tindakan/fungsi orang, binatang, benda, sesuai dengan konteks
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
84
penggunaanya. (Perhatikan unsur kebahasaan kalimat declarative,
interrogative, simple present tense).
4.6 Menyusun teks interaksi transaksional lisan dan tulis sangat pendek dan
sederhana yang melibatkan tindakan memberi dan meminta informasi
terkait tingkah laku /tindakan/fungsi orang, binatang, benda, dengan
fungsi sosial, struktur teks, dan unsur kebahasaan yang benar dan sesuai
konteks.
C. Indikator Pencapaian Kompetensi
3.6.1. Mengidentifikasi struktur teks dalam informasi terkait tingkah laku
binatang di sekitar. (kalimatsimple present tense)
3.6.2. Mengidentifikasi fungsi sosial dalam informasi terkait tingkah laku
binatang di sekitar. (kalimatsimple present tense)
4.6.1. Menyatakan tingkah laku binatang di sekitar dan relevan dengan
kehidupan siswa dalam interview dan kegiatan lain yang terstruktur
secara tertulis dan lisan.
4.6.2. Menanyakan tingkah laku binatang di sekitar kehidupan siswa interview
dan kegiatan lain yang terstruktur.
D. Tujuan Pembelajaran
Setelah mengikuti serangkaian kegiatan pembelajaran, peserta didik dapat:
1. Mengidentifikasi tingkah laku binatang secara lisan maupun tertulis.
2. Menyatakan tingkah laku binatang dengan teman sekelasnya secara lisan
ataupun tertulis dengan akurat, runtut dan berterima.
E. Materi Pembelajaran
Fungsi Sosial : Mengidentifikasi dan mengkritisi tingkah laku binatang.
Struktur Teks :
Memulai
Menanggapi (diharapkan/di luar dugaan)
Unsur Kebahasaan :
Pernyataan dan pertanyaan terkait tingkah laku binatang.
Kalimat deklaratif (positif dan negative) dalam simple present
tense.
Ucapan, tekanan kata, intonasi, ejaan, tanda baca, dan tulisan
tangan.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
85
Topik : Tingkah laku binatang yang terdapat di rumah, sekolah,
dan lingkungan sekitar peserta didik yang dapat
menumbuhkan perilaku yang termuat di KI.
F. Metode Pembelajaran
1. Metode Ilmiah
2. Pembelajaran Kontekstual
G. Sumber Belajar
1. Kementerian Pendidikan dan Kebudayaan. 2013. Bahasa Inggris, When
English rings the bell. Jakarta: Politeknik Negri Media Kreatif. Hal.76 -
101
2. Binatang di sekitar lingkungan sekolah dan rumah.
H. Media Pembelajaran
1. Media : Gambar binatang dan lembar kerja.
2. Alat dan bahan : LCD, Laptop, spidol, laptop, kamus dan video.
I. Langkah-langkah Kegiatan Pembelajaran
Kegiatan Pendahuluan
1) Guru memberi salam (greeting);
2) Guru memeriksa kehadiran siswa;
3) Guru menyiapkan peserta didik secara psikis dan fisik untuk
mengikuti proses pembelajaran;
4) Guru memberi motivasi belajar siswa secara kontekstual sesuai
manfaat dan aplikasi materi ajar dalam kehidupan sehari-hari,
denganmemberikan contoh dan perbandingan lokal, nasional dan
internasional;
5) Guru mengajukan tentang kaitan antara pengetahuan sebelumnya dengan
materi yang akan dipelajari;
6) Guru menjelaskan tentang tujuan pembelajaran atau kompetensi dasar
yang akan dicapai;
7) Guru menyampaikan cakupan materi dan uraian kegiatan sesuai silabus.
Kegiatan Inti
Mengamati
1) Siswa mengamati gambar binatang;
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
86
2) Siswa mengikuti interaksi menyebutkan identifikasi binatang selama
proses pembelajaran, dengan bimbingan guru;
3) Dengan bimbingan dan arahan guru, siswa menyebutkan tentang tingkah
laku binatang (fungsi sosial, struktur teks, dan unsur kebahasaan);
4) Siswa mengamati kalimat yang menyatakan tingkah laku/tindakan/fungsi
binatang;
5) Siswa mendengarkan kalimat yang menyatakan tingkah laku binatang.
Menanya
1) Dengan bimbingan dan arahan guru, siswa mempertanyakan antara lain
perbedaan struktur penggunaan dalam informasi terkait tingkah laku
binatang dalam bahasa Inggris;
2) Dengan bimbingan dan arahan guru, siswa mempertanyakan cara
menanyakan tingkah laku binatang;
3) Dengan bimbingan dan arahan guru, siswa mempertanyakan antara lain
cara menyatakan tingkah laku binatang.
Mengumpulkan data/informasi
1) Siswa menyebutkan binatang yang ada di sekitar sekolah dan tempat
tinggal;
2) Siswa mendeskripsikan binatang secara berpasangan dengan gambar
binatang yang dibagikan oleh guru;
3) Siswa menanyakan binatang peliharaan yang dimiliki teman sekelas
mereka.
Mengasosiasi/Mengolah Informasi
1) Siswa bekerja berkelompok untuk menuliskan tingkah laku binatang
dengan benar.
Mengomunikasikan
1) Peserta didik mempresentasikan tingkah laku binatang hasil diskusi di
depan kelas.
Mencipta
1) Siswa menyatakan tingkah laku binatang dalam bahasa Inggris dengan
akurat, runtut dan berterima secara lisan.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
87
Kegiatan Penutup
1) Peserta didik dan guru melakukan refleksi terhadap kegiatan
pembelajaran dan manfaat-manfaatnya;
2) Peserta didik dan guru memberikan umpan balik terhadap proses dan
hasil pembelajaran;
3) Peserta didik menerima tugas mandiri untuk mendeskripsikan binatang di
lingkungan rumahnya sebagai tindak lanjut kegiatan pembelajaran;
4) Peserta didik memperhatikan informasi tentang rencana kegiatan
pembelajaran untuk pertemuan berikutnya;
5) Peserta didik dan guru mengucapkkan salam penutup.
J. Penilaian Hasil Pembelajaran
Pedoman penskoran: Setiap jawaban benar diberi skor 1 (satu)
INDIKATOR SKOR
Disajikan banyak huruf dalam kotak. Peserta didik mencari
nama hewan dalam Bahasa Inggris. Di bawah kotak
terdapat kata kunci untuk membantu peserta didik
menemukan jawaban. Peserta didik dapat menemukan 20
nama hewan dalam kotak
20
Rubrik untuk Penilaian Ketrampilan
Siswa Menjelaskan Tingkah Laku Binatang
NO ASPEK YANG
DINILAI KRITERIA SKOR
1
Kesesuaian isi
dengan tujuan
penulisan pesan
100% isi sesuai 5
80% isi sesuai 4
60% isi sesuai 3
40% isi sesuai 2
20% isi sesuai 1
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
88
2 Pilihan kata
100% pilihan kata tepat 5
80% pilihan kata tepat 4
60% pilihan kata tepat 3
40% pilihan kata tepat 2
20% pilihan kata tepat 1
3 Keterpaduan
kalimat
100% kalimat terpadu dan runtut 5
80% kalimat terpadu dan runtut 4
60% kalimat terpadu dan runtut 3
40% kalimat terpadu dan runtut 2
20% kalimat terpadu dan runtut 1
4 Penulisan kosa
kata
100% penulisan kosa kata tepat 5
80% penulisan kosa kata tepat 4
60% penulisan kosa kata tepat 3
40% penulisan kosa kata tepat 2
20% penulisan kosa kata tepat 1
5 Ketepatan tata
bahasa
100% penggunaan tata bahasa tepat 5
80% penggunaan tata bahasa tepat 4
60% penggunaan tata bahasa tepat 3
40% penggunaan tata bahasa tepat 2
20% penggunaan tata bahasa tepat 1
6 Originalitas
penulisan
100% tulisan hasil pemikiran sendiri 5
80% tulisan hasil pemikiran sendiri 4
60% tulisan hasil pemikiran sendiri 3
40% tulisan hasil pemikiran sendiri 2
20% tulisan hasil pemikiran sendiri 1
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
89
APPENDIX
Finding Words Exercise on Second Cycle
Finding 20 words about animals in this following table. Then, describe the
animals’ behavior.
The example : The fish swims in the pond.
The monkey eats bananas everyday.
The leopard run quickly.
Z E B R A V Y U F R M
G C B E W R A T L W O
O F I S H O A P O H N
R P R R V O L B W C K
I A D O G E N F B H E
L N P H T C E S N I Y
L D E A G L E K J C T
A A L E O P A R D K Q
A N S B X D S H E E P
K I T T E N I P H N Q
W L J E L L Y F I S H
E X C V I T U R T L E
A _ _
B _ _ D
C _ I C _ _N
D _ _
E _ G _ _
F I _ _
G _ R _ _ L _
H _ _ _ E
I _ _ E _ _ T
J _ _ _ Y F _ S _
K _ _ T _ N
L _ O _ A _ D
M _ _ K _ Y
O _ L
P _ _ DA
R _ _ _ IT
S _ _ E _
T _ R _ LE
W _ L _
Z _ _ R _
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
90
APPENDIX L
Crossword Exercise on Third Cycle
THINGS IN THE CLASSROOM
Write the things in the box after that make a sentence about the things’function appropriate
with the picture.
1. 4.
2. 5.
3. 6.
1. 19.
11. 18. 16. 17.
14. 15.
15. 2.
3.
4.
12. 13. 20.
5.
6. 7.
8.
9.
10.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
91
7. 14.
8. 15.
9. 16.
10. 17.
11. 18.
12. 19.
13. 20.
The example :
Ani uses the map to find a country.
Kiki uses the pen to write homework.
Ifa brings the picture to decorate the class.
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI