A THESIS
NURDINA
10535 6493 15
i
ii
iii
UNIVERSITAS MUHAMMADIYAH MAKASSAR
Jalan Sultan Alauddin No. 259Makassar
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN Telp : 0411-860837/860132 (Fax)
SURAT PERNYATAAN
Saya yang bertanda tangan di bawah ini:
Nama : Nurdina
NIM : 105 35 6493 15
Jurusan : Pendidikan Bahasa Inggris
Judul Skripsi : The Effectiveness of Using Board Race Game to Enhance the
Students’ Vocabulary Mastery (Pre-Experimental Research at
the Eighth Grade Students of SMPN 8 Donggo Satu Atap)
Dengan ini menyatakan bahwa skripsi yang saya ajukan di depan tim
penguji adalah hasil karya saya sendiri dan bukan hasil ciptaan orang lain atau
dibuatkan oleh siapapun.
Demikian pernyataan ini saya buat dan saya bersedia menerima sanksi
apabila pernyataan ini tidak benar.
Nurdina
iv
UNIVERSITAS MUHAMMADIYAH MAKASSAR Jalan Sultan Alauddin No. 259Makassar
Telp : 0411-860837/860132 (Fax)
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN Email : fkip@unismuh.ac.id
PRODI PENDIDIKAN BAHASA INGGRIS Web : www.fkip.unismuh.ac.id
SURAT PERJANJIAN
Saya yang bertanda tangan di bawah ini:
Nama : Nurdina
NIM : 105 35 6493 15
Jurusan : Pendidikan Bahasa Inggris
Fakultas : Keguruan dan Ilmu Pendidikan
Dengan ini menyatakan perjanjian sebagai berikut:
1. Mulai dari penyusunan proposal sampai selesai penyusunan skripsi ini, saya
akan menyusun sendiri skripsi saya (tidak dibuatkan oleh siapapun).
2. Dalam menyusun skripsi, saya akan selalu melakukan konsultasi dengan
pembimbing yang telah ditetapkan oleh pemimpin fakultas.
3. Saya tidak akan melakukan penjiplakan (plagiat) dalam penyusunan skripsi.
4. Apabila saya melanggar perjanjian seperti pada butir 1, 2, dan 3, saya
bersedia menerima sanksi sesuai dengan aturan yang berlaku.
Demikian perjanjian ini saya buat dengan penuh kesadaran.
Nurdina
v
MOTTO
My greatest parents, my
vi
ABSTRACT
Nurdina. 2021. The Effectiveness of Using Board Race Game to Enhance the
Students’ Vocabulary Mastery (Pre-Experimental Research at The Eighth
Grade Students of SMPN 8 Donggo Satu Atap. A Thesis of English Education
Department. Faculty of Teacher Training and Education. Muhammadiyah
University of Makassar. Supervised by St. Asriati and Saiful.
This research aimed to enhance students’ vocabulary mastery at SMPN 8
Donggo Satu Atap by using board race game. The researcher used pre-
experimental research where the data gained from the multiple choice test. The
population of the research was the eighth grade of SMPN 8 Donggo Satu Atap in
the academic year 2020/2021. The sample was taken by using purposive sampling
technique and there were 80 students as population and 20 students as sample.
The result presented that the mean score of students’ vocabulary mastery
pre-test in the term verb was 45.25 become 78.5 in post-test with 73.48%
improvement. Then, the mean score in term of adverb was 42.75 in the pre-test
become 69 in the post test with 61.40% improvement. The t-test analysis
presented that by applying 0.05 level of significant with the 19 degree freedom
(df=20-1), t-test in the form of verb and adverb in vocabulary was greater than t-
table which were 11.62>2.093 and 13.72>2.093. It means that, board race game
has significant effect toward students’ vocabulary mastery in the term of verb and
adverb.
vii
ABSTRAK
Kata Kunci: Kosa Kata, Kata Kerja, Kata Keterangan, Board Race Game
viii
ACKNOWLEDGEMENTS
First of all, the researcher would like to express all praises to Allah SWT for
the blessing, mercy, guidance, strength, and love during the study and the
completion this thesis. Secondly, peace and blessing be upon to the prophet
The researcher gives the special and deepest gratitude to beloved parents
Arsyad and Ante who have always prayed, motivated, reminded, supported the
researcher in finishing the thesis and have been so patient in waiting for her
graduation and for beloved sisters and brothers, Kurniati, Rusmiati, Susanti,
Gunawansyah, Alyana Putri and Aan Maulana who always give a lot support in
whole time to the researcher. In this occasion, the researcher also would like to
Makassar.
2. Erwin Akib, M.Pd., Ph.D, the Dean of Faculty of Teacher Training and
University of Makassar.
4. The greatest thanks to the first advisor Dr. St. Asriati, S.Pd., M.Hum. and the
second advisor Dr. Saiful, S.Pd., M.Pd. who have given their guide, advice,
ix
suggestion, support, and valuable time to the researcher during the
University of Makassar.
6. The greatest thanks also to SMPN 8 Donggo Satu Atap, especially to the
Headmaster of to SMPN 8 Donggo Satu Atap and the English teacher, who
have given a chance and help to conduct this research, and the eighth grade
students in the academic year 2020/2021 as the sample of the research which
Pecinta Art (KOPA) who have given experiences, help, support, and the great
8. Finally, for everyone whose name cannot be mentioned one by one personally
always give suggestion, assistance, advice, and great help to complete this
thesis. May Allah SWT always be with us and bless us. Amen
Finally, I expect that this thesis can give some improvements of the English
teaching and learning. The researcher believes that this thesis is far from being
complete and perfect. Therefore, any criticisms, ideas, and suggestions for the
Nurdina
x
TABLE OF CONTENTS
TITLE PAGE............................................................................................................i
LEMBAR PENGESAHAN......................................................................................ii
APPROVAL SHEET..............................................................................................iii
SURAT PERNYATAAN........................................................................................iv
SURAT PERJANJIAN.............................................................................................v
MOTTO..................................................................................................................vi
ABSTRACT...........................................................................................................vii
ACKNOWLEDGEMENT....................................................................................viii
TABLE OF CONTENTS.........................................................................................x
LIST OF TABLES..................................................................................................xi
LIST OF GRAPICS...............................................................................................xii
LIST OF FIGURES...............................................................................................xiii
LIST OF APPENDICES.......................................................................................xiv
CHAPTER I INTRODUCTION
A. Background.......................................................................................1
B. Problem Statement............................................................................4
C. The Objective of the Research..........................................................4
D. The Significanc of the Research.......................................................4
E. Scope of the Research.......................................................................5
CHAPTER II REVIEW OF LITERATURE
A. Previous of Related Finding.............................................................6
B. Some Partinent Idea..........................................................................8
C. Conceptual Framework...................................................................21
D. Hypothesis......................................................................................22
CHAPTER II RESEARCH METHOD
A. Research Design.............................................................................23
B. Research Variable...........................................................................26
C. Population and Sample...................................................................27
D. Research Instrument.......................................................................27
E. Data Collection Technique..............................................................28
F. Data Analysis Technique................................................................29
xi
LIST OF TABLES
Page
Table 3.1. Pre-experimental Design.................................................................23
xii
LIST OF GRAPHICS
Page
Graphic 4.1. The Mean Score and Improvement of Students’ Vocabulary
Mastery.........................................................................................36
xiii
LIST OF FIGURES
Page
Figure 2.2. Conceptual Framework...................................................................21
xiv
LIST OF APPENDICES
Page
Appendix I Pre-Test........................................................................39
Appendix II Post Test.......................................................................41
Appendix III Lesson Plans.................................................................4
Appendix IV Research Finding
Appendix V T-table
Appendix VI Documentation
Appendix VII Letters
xv
CHAPTER I
INTRODUCTION
A. Background
over the world. This supported by Reddy in Sakila (2019) “English is the first
language for the majority of the people in several countries”. In the global area,
national language. Many Indonesian people want to learn and master it as their
foreign language. They are aware that English language has become important
in the future to deal with the globalization era. Now, English in Indonesia can
almost every elementary school offers English starting at grade four, and some
1
2
that are needed to communicate ideas and express the speaker’s meaning. That
is the point why we need to learn more vocabulary. Surely when we are
learning about vocabulary, there is a technique to master it. In the other hand,
can memorize it well and able to place the right vocabulary properly. Hatch
and Brown (1995:370) said that the specificity of any individual’s vocabulary
knowledge depends on the person and his motivation, desires, and need for the
words. For that reason the biggest source is comes from student itself.
Now days, game is popular and use in various activity. It is also can be
used as a media to learn. Game can boost the students’ mood, so anything that
come from this fun activity may set in their brain while learning process is
running. In addition, Richard in Nguyen and Phuong (2017) stated that games
are not only related to fun but also have pedagogical values in second language
teaching. There are many advantages of game, they are provide motivation,
help students reduce stress, and give them the occasion to practice
requires effort at every moment and over a long period of time, games support
learners’ interest and work. Hadfield (1998:4) said game is an activity with
rules, a goal, and an element of. One of games that can be used in teaching and
Board race game is a fun game that have board as a media and there is
two people or two group or more to “race” against each other according to a set
of rules. This support by Azzahroh (2015) she stated that “a board game is a
3
represented a battle between two armies, and most current board games are still
accrual of points. This is a game that when you play it you throw the dice in the
counters and you can step forward based to dice. Games can be based on pure
strategy, chance, or a mixture of the two, and usually have a goal that a player
aims to achieve.
any life aspects. This game can be used to help learners remember and practice
vocabulary during a lesson, review some vocabularies by the end of the lesson,
or recall vocabulary mastery after several activities. For whatever usage, board
Satu Atap, the teacher used several methods and techniques to teach students,
but in terms of vocabulary the teacher only thought by giving meaning to some
words when lessons in progress. Students seem did not interest at all. So that, it
B. Research Problem
as follows: “Is the use of Board Race Game effective to enhance students’
Vocabulary Mastery in term of verb and adverb at SMP Negeri 8 Donggo Satu
Atap?”
The objective of this research was to find out whether the use of Board
following parties:
This study was expected to facilitate students to utilize the game to enhance
3. Other Researches
The finding of this research was expected to give valuable contribution and
enhance students’ vocabulary mastery in verb and adverb. There were some
kinds of verb such as ordinary verb, linking verb, auxiliary verb, infinitive verb
and infinitive verb. In addition, there are some kinds of adverb such as adverb
of manner, place, time and adverb of degree. The researcher limited this
The researcher talked about review of related literature after finding out
in this research was quantitative method which the data was served by
some information about the effectiveness of the students itself and it selected
numerical and tested by statistical formula of t-test. The design of research
well to support the problems or support the title. The researcher found the
was quasi experimental design. To get the data, the writer used oral test as
information from many sources like text book, journal, web pages, and
the instrument of research, consisted of pre-test and post-test.
research findings that the researcher constructs to selected theories relate the
were as follows:
teaching speaking and based on t-test, using board games had significant
effect towards students’ speaking skill in senior high school, the tenth grade
students of SMAN 1 Parung academic year 2015. The researcher used quasi
and 40 students of X MIA 3 as controlled class. The method that was used
7
skills of grade X students in SMA Negeri 1 Pengasih after use board games
cycles, with the subjects were 32 students of class X-3 of SMA Negeri 1
Pengasih. There were two types of data collection techniques were used in
this research, they were qualitative data and quantitative data. The data in
were obtained from the writing tests. The results of students’ writing were
Board game can improve the students’ grammar mastery, and how far the
grade of SMPN 1 Bergas 2015 through Board game. Thirty three students of
the eighth grade of SMPN 1 Bergas 2015 were instructed through Board
Research (CAR). The T-calculation results show that using board game can
The similarity of previous research above with this research was using
board race game in teaching and learning process. While, there were some
differences between this research and those previous researches. They were the
focus of the research which was those previous research focused on speaking,
8
a. Definition of Vocabulary
understood why vocabulary is useful and important. Thornburry
Sulastri in Kusuma (2017) stated that “vocabulary includes
(2002:14) stated that learning vocabulary is important because it enriches
collections of words that are known not only as individual words but also
someone’s knowledgeof words. This implies that. The success of the
as a group of words that have meaning”. In addition, Finch in Gruss
individual community.
words and learning to decode those words. Thus, the students can also
vocabulary.
1. Receptive Vocabulary
that learners recognize and understand when they are used in context,
recognize when they see or meet in reading text but do not use it in
2. Productive Vocabulary
2008:80).
d. Teaching of Vocabulary
summarized as follows:
1. Demonstration
4. Check Question
5. Presentation
The teacher shows the things and does not present words to
students, for example, picture, video and also use the mime, action,
Since verbs are the main element of a predicate in a sentence, they can
show what people and things do, how they act and change, and when
they did the activity. While, Parrot (2000) says many verbs do describe
existence (e.g. be, become, exist), mental conditions and processes (e.g.
1. Kind of Verb
words used as the signals in which a noun is coming because they occur
phrase. They add that prepositions are put together with noun and can be
placed before or after noun and connect their noun phrase object to some
this definition, Biber et al. (2002:28) define that prepositions are linking
b. Definition of Adverb
what extent?. This is called the adverbial function, and may be realized
However, modern linguists note that the term "adverb" has come to be
much in common except that they do not fit into any of the other
adjectives, and other adverbs. It tells when, when, where, and how an
adverbs end in-ly but some words which end in-ly (such as friendly) are
not adverbs. Many words can be both adverbs and adjectives according
1. Kind of Adverbs
a. Adverbs of Manner
b. Adverbs of Time
c. Adverbs of Place
familiar game types, where both of them demand the players to be first
rounding the board. In addition, Wikipedia also states that board games
are also a type of games that includes battle of the players to reach the
winning position or accrual of points. This is a game that when you play
it you throw the winning position or accrual of points. This is a game that
when you play it you throw the dice in the counters and you can step
mixture of the two, and usually have a goal that a player aims to achieve.
Based on the explanation above, board race game is a fun game that have
board as a media and there is two people or two group or more to “race”
Board race game can be method that will give many advantages
for teacher and the students either. Buckby (1994), the benefits of board
game is to attract the students to learn English because the game is fun
and makes them want to have experiment, discovers and interacts with
children between four and twelve years old, especially the youngest,
language learning will not be the key motivation factor. Board game
reluctant children.
16
3. Through playing board game, students can learn English they way
children learn their mother tongue without being aware they are
5. Make your classroom a lively place through the use of attractive wall
filter). It means teacher has to try in order to students are having fun
displays, displays of pupils’ work, etc. language classroom is noisy
in learning (learning by playing). Remember teacher is influencing
with the language (English) is good because it will make the
their attitude to language learning.
classroom more live in English (practice).
7. Create warm and happy atmosphere where teacher and pupil enjoy
feel comfortable, and not afraid to take part. It means teacher does
gestures.
12. Talk a lot to them in English, especially about things they can see.
in their surroundings.
13. Play board game, singsongs, say rhymes and chants together. It
14. Tell simple theories in English, using pictures, acting with different
voices.
15. Do not worry when they use their mother tongue. You can answer a
what they say in their mother tongue. It means if the students use
again, again and again to make them always remember what teacher
means.
18
16. Constantly recycle new language but do not be afraid to add new
things or to use words they will not know. Teacher gives new
17. Plan lesson with varied activities, some quiet, some noisy, some
Santoso (2018) states that there are 2 types of steps in apply this
game in teaching and learning process. They are prepare and activity
Preparation:
marker.
the team.
Activity:
19
3. After that you ask a question (optional mastery) and they write the
vocabulary in 2 minutes.
4. The first student who stands at the first line should run and answer the
question, after that he/she should give the board marker to the next
4. Give a board marker to each team.
student of his/her team.
5. Divide the blackboard or whiteboard into four columns based on the
5. Every student has to do the same thing until the time is up.
team.
6. Teacher could also build up the creativity so that every single student
will have their turn to race to the board. Here, as an optional, teacher
could make up the rules and asked all the members of each team to
Preparation:
marker.
3. Ask the student to make some lines based on their group. No one can
6. The researcher sticks the questions that have been written on the board
at the same time, but the questions are covered. After everything is
simultaneously.
Activity:
1. The researcher opens the lid on the questions simultaneously and asks
the students to look all the questions for 5 seconds. This time uses by
the board and answer the question they can based on their group lines.
3. After answer the question, the student go back to her/his group and
give the masker to her/his next friend and her/his position now is in
4. The next student who received the masker must directly run to board
5. After that, he/she must go back to the group and give the marker to the
7. In this game, the student must give the marker based on the line
group. So, she/he only can give the mark to the student who is beside
21
her/his in the line group. Not allowed to do random gamer. That must
be systematis.
C. Conceptual Framework
Pre-test
In process, researcher gave treatments by using board race game in the
classroom. After gave treatments, the next was the researcher applied post-
INPUT
Vocabulary
test. The output was using board Mastery Material
race game in the teaching and learning
PROCESS
Treatment by using Board Race Game
Post-test
OUTPUT
Enhance Students’ Vocabulary
In this conceptual framework, first step was the application of the pre-
test. The input of this research was the research prepared teaching materials
that focus on the vocabulary mastery especially in the term verb and adverb.
22
activity can enhance student’s vocabulary mastery I the term of verb and
adverb.
D. Hypothesis
students’ vocabulary mastery before and after being treated with board race
students’ vocabulary before and after being treated with board race game in
learning process.
CHAPTER III
RESEARCH METHOD
A. Research Design
The type of this research was pre-experimental research design with the
aim was to find out the effect of board race game toward students’ vocabulary
mastery. The subject of this research consisted of only one group or a class.
This research applied pre-test before treatment and post-test after it.
Variable
Y1 X Y2
Notes:
(Y1)= Pre-Test
(X)=Treatment
(Y2)=Post-Test
1. Pre-Test
23
24
There was 5 point for every number of questions. The pre-test was intended
2. Treatment
This research used board race game in the class. The treatment was
group by using board race game. Some of the steps of treatment were:
3. The students were pay attention to the researcher and followed the
meaning.
4. The researcher said a word and the students had to say the meaning
and Indonesian.
8. The researcher asked the student to make some lines based on their
11. The researcher stickled the questions that have been written on the
board at the same time, but the questions are covered. After
everything was ready, the researcher opened the lid on the questions
simultaneously.
12. The researcher opened the lid on the questions simultaneously and
asked the students to look all the questions for 5 seconds. This time
used by students to look at which question that they can answer. The
13. After the research finished counting to 5. Then, students run to the
board and answer the question they can based on their group lines.
14. After answer the question, the student went back to her/his group
and gave the masker to her/his next friend and her/his position now
15. The next student who received the masker directly run to board and
16. After that, he/she went back to the group and gave the marker to the
18. In this game, the student gave the marker based on the line group.
So, she/he only allowed to give the mark to the student who is beside
19. The researcher counted the right answer for each group.
3. Post-Test
Post-test was carried out in the last meeting after treatment. In the
questions about adverb. There was 5 point for every number of questions.
The aim of post-test was to find out the data of students vocabulary mastery
B. Research variable
1. Independent variable
Independent variable was board race game in teaching ordinary verb and
2. Dependent variable
The subject of this research was the Eighth Grade Students of SMP Negeri 8
1. Population
2. Sample
by using purposive sampling technique in only one class. The reason by use
this technique was because of this technique determines the sample based on
the certain condition. It was conducted at the students of the eighth grade
students.
There was 5 point for every number of questions in verb and adverb questions.
The researcher applied the test twice, before and after treatments or teaching
and learning process. The pre-test is intended to find out the students’ prior
treatment. There are four meetings for treatment. Students have 90 minutes to
1. Pre-Test
There was 5 point for every number of questions. The pre-test was intended
2. Post-Test
Post-test was carried out in the last meeting after treatment. In the
questions about adverb. There was 5 point for every number of questions.
The aim of post-test was to find out the data of students vocabulary mastery
1 96-100 Excellent
in this study were analyzed in the form of quantitative. Data analysis conducted
on pre-test and post-test scores. This step was to know the result of both the
experimental and control group. The aim of this step was to know the
To analyzed the data and measured how far the students’ improvement in
vocabulary mastery, the researcher used the formula of T-test as Follow
t=
∑
∑
√
30
Where:
P= Rate of percentage
(Sudjana: 1990)
2. Calculating the mean score of students’ answer in both pre-test and post-
Note:
X = mean
∑ = the sum of all score
N = number of subject
(Gay: 2006)
3. Calculating the improvement of the student ’s score of the pre-test and post-
Where:
P= Improvement
(Harmer: 2007)
4. Finding out the significant between pre-test from the calculating values:
∑
Where:
= The mean of differences score
t= ∑
∑
√
Where:
t = Test of significance
Hypothesis
Testing H0 H1
(Sugiyono: 2014)
CHAPTER IV
A. FINDING
The finding of this research is taken from the data of pre-test and post-
test where the treatments were using board race game in enhance students’
vocabulary mastery in term of verb and adverb. Based on the data, there is a
and adverb. This is proven by the mean score of students’ vocabulary mastery
in term verb and adverb both in the pre-test and post-test. Another prove is
based on the students’ percentage verb and adverb both in the pre-test and post-
test and the hypothesis testing. The further explanations of data analysis are
given below.
be see through the general mean score and the improvement of students’
vocabulary mastery which was include both category (verb and adverb) in pre-test
and post-test. The enhancement of the students’ vocabulary mastery in the term of
verb and adverb at the eighth grade of students of SMP Negeri 8 Donggo Satu
33
34
mastery
Pre-test Post-test
Table 4.1 above presents the totally mean score of students’ vocabulary in
general. Table above presents that the mean score of students’ vocabulary mastery
in pre-test before gave treatments was 37.5 and after gave treatment students’
vocabulary totally mean score in posttest became 73.37. In addition, the table also
Post-test
and adverb can be see through the mean score and the improvement of category in
pre-test and post-test. The enhancement of the students’ vocabulary mastery in the
term of verb and adverb at the eighth grade of students of SMP Negeri 8 Donggo
Table 4.2 The mean score and improvement of students’ vocabulary mastery in
Pre-test Post-test
Table 4.2 above presents that the mean score of students’ vocabulary mastery
in the term of verb on pretest was 45.25 and on post-test was 78.5. In addition, the
mean score of students in the term of adverb on pre-test was 42.75 and mean score
in the term of verb was 73.48%. Then, the improvement of students’ vocabulary
vocabulary mastery in the pre-test and post-test, the graphic will show it.
36
90
80
70
60
Verb
4050
Adverb
30
20
10
0
Mean Score of Pre-test Mean Score of Post-test
Graphic 4.1 The mean score of students’ vocabulary mastery in the pre-test and
post-test
Graphic 4.1 indicates the mean score of vocabulary mastery in term verb
and adverb in pre-test is under 50, which is mean score of verb is 45.25 and
adverb is 42.75. Meanwhile, the mean score of vocabulary mastery in term verb
and adverb in post-test is upper 65, which are mean score of verb is 78.5 and
speaking skills in the term of vocabulary both in pre-test and post-test. The table
presents that in the pre-test from 20 students, there were no students got excellent,
very good and good in vocabulary mastery, especially in the term of verb. Based
students were classified as poor, 2 (10%) of students were classified as fair and 2
(10%) of students were classified as fairly good. Meanwhile, in the post-test from
20 students, there were no students got very poor in the term of verb of
vocabulary mastery. Based on the verb, there were 2 (10%) of students classified
were classified as very good and 1 (5%) of students were classified as excellent.
mastery in the term of verb, the graphic will be shown the students percentage in
70%
60%
Fairly Good
30%
Good
20% Very Good
Excellent
10%
0%
Pre-test Post-test
Graphic 4.2 indicates that most of the students got poor classification in
the pre-test with the percentage 60% (12 students). In addition, the other
percentage in the pre-test is 20% (4 students) got very poor, 10% (2 students) got
fair and 10% (2 students) got fairly good. Meanwhile, good got the greatest
percentage of the post-test with the percentage 35% (7 students). In addition, the
other percentage in the post-test is 20% (4 students) got very good, 20% (4
students) got fairly poor, 10% (2 students) got fair, 10% (2 students) got poor and
Excellent 96-100 0 0% 0 0%
vocabulary mastery in the term of vocabulary both in pre-test and post-test. The
table presents that in the pre-test from 20 students, there were no students got
excellent, very good, fairly good, and good in the term of adverb of vocabulary
mastery. Based on adverb, there were 3 (15%) of students classified as very poor,
fair. Meanwhile, in the post-test, table above presents that from 20 students, there
were no students got excellent, fair and poor in the term of adverb of vocabulary
mastery. Based on adverb, there were 4 (20%) of students classified as very poor,
mastery in the term of verb, the graphic will be shown the students percentage in
80%
70%
60%
Poor
50%
Fair
40% Fairly Good
Good
30%
Very Good
20% Excellent
10%
0%
Pre-test Post-test
Graphic 4.3 indicates that most of the students got poor classification in
the pre-test with the percentage 75% (15 students). In addition, the other
percentage in the pre-test is 15% (3 students) got very poor and 10% (2 students)
got fair. Meanwhile, more than a half of the students got fairly good percentage in
the post-test with the percentage is 55% (11 students). In addition, the other
percentage in the post-test is 20% (4 students) got very poor, 15% (3 students) got
To know the level of significant value of pre-test and post-test, the researcher
used t-test analysis on the level of significant (p)= 0.05 with the degree of
41
freedom (df)= N-1, where N = number of subject (20 students), then the value of
t-table is 2.093. The statistical analysis for the independent sample was applied.
Table 4.5 above presents that t-test value for students’ vocabulary mastery in
the term of verb greater than t-table (11.62>2.093). In addition, t-test value for the
term adverb was greater than t-table (13.72>2.093). It means that there was
significant difference between the students’ vocabulary mastery in the term verb
and adverb before and after using board race game. It is also null hypothesis (Ho)
B. DISCUSSION
using board race game. It is proven by the score of students in pre-test and
post-test.
was under 50% and post-test in upper 60%. The score of pre-test described
that the students were disable to know the meaning of vocabulary both verb
adverb. Although, they did not know the appropriate word to express the
42
pictures. After giving a treatment, the students’ post-test mean score was
enhanced. It described that the students were good to understand what was the
Based on the findings of the students’ score, the totally mean score of
students’ vocabulary mastery in pre-test was 37.5. Then, after the treatment
done, the mean score in post-test was 73.37. In addition, the mean score of
students’ vocabulary mastery in the term verb on the pre-test was 45.25.
Meanwhile, after the treatment done, the mean score of post-test was 78.5.
term of verb was 73.48%. In addition, the mean score of students’ vocabulary
in term adverb on the pre-test was 42.75. Then, after the treatment done, the
mean score of post-test was 69. The enhancement of the students’ vocabulary
students’ vocabulary mastery was 11.72 and the value of the t-test of
students’ vocabulary mastery both verb and adverb were 11.62 and 13.72
with the degree of freedom (df) was 19 (obtained from N-1, where N=20).
The researcher used the degree of significance of 0.05 and the value of degree
of significance was 2.093. If the test compared with value of the degrees of
significance, the result for students’ vocabulary mastery was 11.72 >2.093. In
addition, the result for students’ vocabulary mastery in term verb was 11.62
>2.093 and the result for adverb was 13.72>2.093. Since t-test score obtained
43
from the result of calculating, the alternative hypothesis (H1) is accepted and
Based on the result of the data analysis, it is proven that the students’
vocabulary in term verb and adverb taught by using board race game is
found that learning English could be more fun by learning using a fun
movement and make students join the activity and also far from being
monotonous. It is similar to Abdul (2016) who found that the students dislike
technique, integrated activity, and the activity that involved all them and give
them the same chance. Kusumawati (2017) also found the differences output
after using board race game and conventional method. She found that board
race game can boots students to mastering vocabulary. Board race game can
(2019) also found out that board race game is a fun way for improving the
and accustom with the vocabularies during they play the game.
CHAPTER V
A. Conclusion
researcher concludes that the use of board race game effective in enhance
students’ vocabulary mastery especially in the verb and adverb. It was proven
achievement on the term of verb and adverb. The total students’ vocabulary
achievement in the post-test was greater than in the pre-test (73.37>37.5) with
on the term of verb in the post-test also was greater than in the pre-test
adverb in the pre-test was 42.75 and in the post-test was 69, which was mean
that post-test score was greater than the pre-test score (69>42.75). Thus, it
Satu Atap.
B. Suggestion
Based on the conclusions the researcher gives some suggestion for the
44
45
their teaching activity. The use of board race game can be as an alternative way
understandable way. The students also can take a lot of learning, experience,
and knowledge from this activity. That’s why, it is suggested for the teacher to
Secondly, to the next researcher who has similar research with this
Agnes, M.et al (ed). 2000. Webster’s New World College Dictionary. 4thEd).
Cleveland: Wiley Publishing, Inc.
Choi, Y. H., & Spolsky, B. 2009. English language teacher education in Asia.
46
47
Octaviani, R., Handayani, I., & Hamer, W. 2019. Applying Board Race Game to
Increase Students’ Vocabulary Mastery in Uttayan Suksa Krabi School,
Thailand. Journal of English Education Studies, 2(2), 101-110.
Hidayati, I. N. 2015. Improving English Writing Skills through Board Games for
Grade X Students in Semester 1 of SMA Negeri 1 Pengasih in the
Academic Year of 2014/2015. Yogyakarta: English Education Department
Faculty of Languages and Arts Yogyakarta State University.
Karmadi. 2018. Utilization of Self Talk Strategy (STS) To Impove The Students
Speaking Skills at The First Grade of SMAN 1 Libureng. Unpublished
Thesis. Makassar: English Education Department, Muhammadiyah
University of Makassar.
Nguyen, T.N.P & Phuong, H.Y. 2017.The Impact of Board Games on EFL
Learners’ Grammar Retention. Journal of Research & Method in
Education (IOSR-JRME) Volume 7.
Sakila, N.J. 2009. The Effectiveness of Using Board Race Game to Enhance
Students’ Vocabulary Mastery in Teaching English Concrete Noun (A
Quasi-Experimental Research at the Eighth Grade Students of SMP
Muhammadiyah Plus Salatiga in the Academic Year of 2019/2020).
Salatiga: English Education Department Teacher Training and
Education Faculty State Institute for Islamic Studies (IAIN) Salatiga.
Santoso. 2018. Improving English Writing Skill Through Board Race Game
Repository. Palopo: English Education Department, Teacher Training and
Education Faculty State Institute for Islamic Studies (IAIN) Palopo.
Vocabulary Test
NAME : ......
CLASS : .......
Please choose the correct answer from the four options below:
1. Today .......... the big day, isn’t it?
a. Is
b. Are
c. Am
d. Has
2. That mosque ....... very beautiful.
a. Are
b. Been
c. Is
d. Am
3. .... you afraid with that cockroach?
a. Is
b. Am
c. Are
d. Have
4. .... she angry with you yesterday?
a. Was
b. Were
c. Are
d. Is
5. .... these your new cars?
a. Is
b. Am
c. Are
d. Have
6. Lisa and Nisa .... a delicious cake for me a week ago.
a. Make
b. Makes
c. Made
d. Making
7. My mother .... me a beautiful dress.
a. Give
b. Gives
c. Giving
d. gave
8. The baby ......... milk every morning.
a. Drinking
b. Drank
c. Drink
d. Drinks
9. They ......... bread everyday
a. Eat
b. Ate
c. Eating
d. Eaten
10. They_____English at home
a. Studies
b. Study
c. Studied
d. Studying
11. What is they doing?
a. Wishing
b. Playing
c. Drawing
d. Watching
12. What is he doing?
a. Writing
b. Reading
c. Write
d. Read
13. What is he doing?
a. Flushing
b. Playing
c. Dancing
d. Singing
14. What is he doing?
a. Swimming
b. Cooking
c. Singing
d. Reading
15. What is she doing?
a. Running
b. Walking
c. Crying
d. Working
16. Yesterday, my sister .... to Jakarta to buy a new car.
a. Go
b. Goes
c. Went
d. Gone
17. Does she .... this meal?
a. Cook
b. Cooks
c. Cooking
d. Cooked
Lesson Plans
A. Kompetensi Inti
C. Tujuan Pembelajaran
Pertemuan Kedua
Menjawab pertanyaan mengenai kosa kata verb dengan
menggunaan permainan Board Race Game
Pertemuan Ketiga
Pertemuan Keempat
D. Materi Pembelanjaran
VERB
1. Verb ad adalah kata kerja yang menunjukkan atau menyatakan
suatu perbuatan atau pekerjaan yang sudah dilakukan, sedang
dilakukan atau akan dilakukan.
a. to go = Pergi
b. to sing = menyanyi
c. to walk = berjalan
d. to bring = membawa
e. to buy = membeli
f. to cry = menangis
g. to read = membaca
h. to run = berlari
i. to write = menulis
2. Verb (kata kerja) ini tidak menunjukkan perbuatan tetapi hanya
menunjukkan keadaan atau wujudnya saja.
a. to be = ada, adalah
b. to have = mempunyai
c. to become = menjadi
d. to seen = kelihatan
ADVERB
a. also = juga
b. up = ke atas
c. so = sangat
d. still = masih
e. there = disana
f. always = selalu
g. about = tentang
h. around = sekitar
i. later = nanti
Unsur kebahasaan
Kosa kata, tata bahasa, ucapan, tekanan kata, dan intonasi.
Topik
Berbagai hal terkait dengan interaksi antara guru dan siswa selama proses
pembelajaran, di dalam maupun di luar kelas.
E. Kegiatan Pembelajaran
Pertemuan Pertama
No. Langkah-Langkah Kegiatan Pembelajaran
1. Pendahuluan (10 menit )
Menyapa Peserta didik (greeting)
Mempersiapkan kelas oleh leader
Mengecek kehadiran dan memotivasi peserta didik
Guru menghantar peserta didik untuk memasuki topik d engan
bertanya jawab
menyampaikan tujuan pembelajaran
2. Kegiatan inti (65 menit)
Mengamati (7 menit)
Guru menjelaskan kepada peserta didik tentang materi verb
Menanya (Disampaikan secara lisan) (4 menit)
Menstimulus pengetahuan peserta didik dengan bertanya jawab
tentang materi verb
Mengumpulkan informasi (12 menit)
Peserta didik mencari contoh-contoh tentang verb
verb
Guru memberi penguatan secara singkat arti dan cara pelafalan
Mengasosiasi (12 menit)
Guru membagikan media berupa kertas tentang kosa kata verb
Setiap peserta didik diminta untuk memperhatikan kertas yang
berisikan kosakata yang telah diberikan serta mengikuti cara
pelafalan kosa kata yang dilakukan oleh guru serta artinya dan
setelah itu mereka diminta untuk mengikuti sampai kosa kata dan
artinya selesai.
Guru memberikan bimbingan sesuai dengan permasalahan masing-
masing peserta didik.
Mengkomunikasikan (30 menit)
Setiap peserta didik mengikuti guru untuk melafalkan dan
mengenal arti dari verb.
Guru menanyakan serta murid menjawab pertanyaan dari guru
mengenai arti dari kosa kata yang disebut oleh guru baik dalam
bahasa Indonesia-Inggris ataupun Inggri-Indonesia.
ahami
Setelah peserta didik mahir dalam mengenal dan mem
ntunk
pelafalan serta arti dari kosa kata, mereka ditantang u
engan
berbalap menjawab pertanyaan diatas papan yang berkaitan d
kosa kata dan artinya dengan teman-temannya.
i dan
Guru memberikan penguatan terhadap pelafalan kosakata, art
kegunaannya.
3. Penutup (10 menit)
Setelah mengikuti kegiatan pembelajaran pada pertemuan ini,
Peserta didik ditanya bagaimana perasaannya (REFLEKSI).
Peserta didik diminta membuat kesimpulan pembelajaran pada
pertemuan ini secara lisan.
Guru menyampaikan kegiatan yang akan dilakukan pada perte muan
berikutnya (tentang permainan board race game)
Guru menutup kelas dan menyampaikan ucapan selamat tingg al.
Pertemuan Kedua
No. Langkah-Langkah Kegiatan Pembelajaran
1. Pendahuluan (5 menit )
Menyapa Peserta didik (greeting)
Mempersiapkan kelas oleh leader
Memeriksa lingkungan belajar
Mengecek kehadiran dan memotivasi Peserta didik
Mereview materi sebelumnya
Menjelaskan tujuan pembelajaran
2. Kegiatan inti (73 menit)
Mengamati (1 menit)
Peserta didik mengamati kembali kosa kata yang telah dipelajari
Menanya (Disampaikan secara lisan tentang langkahnya) (2 menit)
Peserta didik distimulus untuk mempertanyakan terkait tata cara
pelaksanaan permainan yang akan mereka lakukan.
Mengumpulkan informasi (3 menit)
Guru memberikan penjelasan tentang tata cara melakukan
permainan.
Mengasosiasi (6 menit)
Guru membagi siswa kedalam 4 kelompok
Guru memberikan intruksi kepada peserta didik untuk berbaris
menurut kelompoknya masing-masing
Guru memberikan spidol kepada setiap siswa pada barisan terd epan
Guru memaparkan tentang media yang telah disediakan.
tulis
Guru memperlihatkan pertanyaan yang telah tersedia dipapan
Guru memberikan waktu kepada siswa 5 detik untuk anpa
memperhatikan semua pertanyaan berdasarkan kelompoknya tg
berdiskusi tentang jawaban, hanya dapat menentukan soal yan
akan mereka jawab
Mengkomunikasikan (70 menit) asing
Guru memberikan aba-aba kepada peserta didik di masing-m
mbali
kelompok untuk maju dan menjawab soal dengan berbalapan.
utnya
Peserta didik yang telah selesai menjawab soal ke
depan
kebarisannya dan memberikan spidol ke peserta didik selanj
dalam kelompoknya sesuai urutan baris untuk maju berlari keuntuk
dan menjawab soal yang tersedia.
Peserta didik selanjutnya yang menerima spidol maju berlari mbali
menjawab soal diatas papan didik
Peserta didik yang telah selesai menjawab soal keluruh
kebarisannya dan memberikan spidol kepada peserta
selanjutnya dalam barisannya, begitu seterusnya sampai sehadap
soal terjawab kukan
Guru memberikan penguatan dengan memberikan koreksi ter
kesesuaiankosa kata dan artinya dalam permainan yang dila
peserta didik.
3. Penutup (7 menit)
Setelah mengikuti kegiatan pembelajaran pada pertemuan ini,
peserta didik ditanya bagaimana perasaannya (REFLEKSI).
Peserta didik diminta membuat kesimpulan pembelajaran pada
pertemuan ini
Guru menyampaikan materi untuk pertemuan selanjutnyatentang
adverb
Guru menyampaikan salam perpisahan.
Pertemuan ketiga
No. Langkah-Langkah Kegiatan Pembelajaran
1. Pendahuluan (10 menit )
Menyapa Peserta didik (greeting)
Mempersiapkan kelas oleh leader
Mengecek kehadiran dan memotivasi peserta didik
Guru menghantar peserta didik untuk memasuki topik d engan
bertanya jawab
menyampaikan tujuan pembelajaran
2. Kegiatan inti (65 menit)
Mengamati (7 menit)
Guru menjelaskan kepada peserta didik tentang materi adverb
Menanya (Disampaikan secara lisan) (4 menit)
Menstimulus pengetahuan peserta didik dengan bertanya jawab
tentang materi adverb
Mengumpulkan informasi (12 menit)
Peserta didik mencari contoh-contoh tentang adverb
Guru memberi penguatan secara singkat arti dan cara pelafalan
adverb
Mengasosiasi (12 menit) rb
Guru membagikan media berupa kertas tentang kosa kata adve
Setiap peserta didik diminta untuk memperhatikan kertas yang
berisikan kosakata yang telah diberikan serta mengikuti cara
pelafalan kosa kata yang dilakukan oleh guru serta artinya dan n
setelah itu mereka diminta untuk mengikuti sampai kosa kata da
artinya selesai. sing-
Guru memberikan bimbingan sesuai dengan permasalahan ma
masing peserta didik.
Mengkomunikasikan (30 menit) dan
Setiap peserta didik mengikuti guru untuk melafalkan
Guru menanyakan serta murid menjawab pertanyaan dari guru
mengenal arti dari adverb.
mengenai arti dari kosa kata yang disebut oleh guru baik dalam
bahasa Indonesia-Inggris ataupun Inggris-Indonesia.
Setelah peserta didik mahir dalam mengenal dan memahami
pelafalan serta arti dari kosa kata, mereka ditantang untunk
berbalap menjawab pertanyaan diatas papan yang berkaitan dengan
kosa kata dan artinya dengan teman-temannya.
Guru memberikan penguatan terhadap pelafalan kosakata, arti dan
kegunaannya.
3. Penutup (10 menit)
Setelah mengikuti kegiatan pembelajaran pada pertemuan ini,
Peserta didik ditanya bagaimana perasaannya (REFLEKSI).
Peserta didik diminta membuat kesimpulan pembelajaran pada
pertemuan ini secara lisan.
Guru menyampaikan kegiatan yang akan dilakukan pada pertemuan
berikutnya (tentang permainan board race game)
al.
Guru menutup kelas dan menyampaikan ucapan selamat tingg
Pertemuan keempat
No. Langkah-Langkah Kegiatan Pembelajaran
1. Pendahuluan (5 menit )
Menyapa Peserta didik (greeting)
Mempersiapkan kelas oleh leader
Memeriksa lingkungan belajar
Mengecek kehadiran dan memotivasi Peserta didik
Mereview materi sebelumnya
Menjelaskan tujuan pembelajaran
2. Kegiatan inti (73 menit)
Mengamati (1 menit)
ri
Peserta didik mengamati kembali kosa kata yang telah dipelaja
nit)
Menanya (Disampaikan secara lisan tentang langkahnya) (2 me
cara
Peserta didik distimulus untuk mempertanyakan terkait tata
pelaksanaan permainan yang akan mereka lakukan.
Mengumpulkan informasi (3 menit)
Guru memberikan penjelasan tentang tata cara melakukan
permainan.
Mengasosiasi (6 menit)
Guru membagi siswa kedalam 4 kelompok
menurut kelompoknya
Guru memberikan masing-masing
intruksi kepada peserta didik untuk berbaris
Guru memberikan spidol kepada setiap siswa pada barisan terdepan
Guru memaparkan tentang media yang telah disediakan.
Guru memperlihatkan pertanyaan yang telah tersedia dipapan tulis
Guru memberikan waktu kepada siswa 5 detik untuk
memperhatikan semua pertanyaan berdasarkan kelompoknya tanpa
berdiskusi tentang jawaban, hanya dapat menentukan soal yang
akan mereka jawab
Mengkomunikasikan (70 menit)
Guru memberikan aba-aba kepada peserta didik di masing-masing
kelompok untuk maju dan menjawab soal dengan berbalapan.
Peserta didik yang telah selesai menjawab soal kembali
kebarisannya dan memberikan spidol ke peserta didik selanjutnya
dalam kelompoknya sesuai urutan baris untuk maju berlari ke depan
dan menjawab soal yang tersedia.
untuk
Peserta didik selanjutnya yang menerima spidol maju berlari
menjawab soal diatas papan mbali
Peserta didik yang telah selesai menjawab soal kedidik
kebarisannya dan memberikan spidol kepada peserta luruh
selanjutnya dalam barisannya, begitu seterusnya sampai se
soal terjawab hadap
Guru memberikan penguatan dengan memberikan koreksi terkukan
kesesuaiankosa kata dan artinya dalam permainan yang dila
peserta didik.
3. Penutup (7 menit)
Setelah mengikuti kegiatan pembelajaran pada pertemuan ini,
peserta didik ditanya bagaimana perasaannya (REFLEKSI).
Peserta didik diminta membuat kesimpulan pembelajaran pada
pertemuan ini
Guru menyampaikan salam perpisahan.
APPENDIX III
Research Finding
The Students’ Row of Vocabulary
Sample Pre-Test Post-Test D
S-14 35 55 20 400
S-15 40 80 40 1600
S-16 42.5 82.5 40 1600
S-17 37.5 60 22.5 506.25
S-18 42.5 82.5 40 1.600
S-19 42.5 60 17.5 306.25
S-20 37.5 60 22.5 506.25
N=20 750 1,467.5 569.5 18,470.25
The Students’ Row of Vocabulary in term of Verb
Sample Verb D
Pre-Test Post-Test
S-01 75 90 15 225
S-02 30 65 35 1225
S-03 30 95 65 4225
S-04 40 70 30 900
S-05 45 85 40 1600
S-06 45 65 20 400
S-07 45 75 30 900
S-08 60 95 35 1225
S-09 30 45 15 225
S-10 75 100 25 625
S-11 60 80 20 400
S-12 45 75 30 900
S-13 45 85 40 1600
S-14 40 75 35 1225
S-15 40 85 45 2025
S-16 40 90 50 2500
S-17 30 45 15 225
S-18 40 80 40 1.600
S-19 45 85 40 1600
S-20 45 85 40 1.600
N=20 905 1570 665 25225
The Students’ Row of Vocabulary in the Term of Adverb
Sample Adverb D
Pre-Test Post-Test
S-01 40 70 30 900
S-02 40 85 45 2025
S-03 45 70 30 900
S-04 45 70 25 625
S-05 45 85 40 1600
S-06 45 75 30 900
S-07 45 75 30 900
S-08 45 75 30 900
S-09 40 70 30 900
S-10 40 75 35 1225
S-11 30 35 5 25
S-12 60 90 30 900
S-13 60 90 30 900
S-14 30 35 5 25
S-15 40 75 35 1225
S-16 45 75 30 900
S-17 45 75 30 900
S-18 45 85 40 1600
S-19 40 35 -5 -10
S-20 30 35 5 25
N=20 855 1380 560 17275
Rate Percentage of Students’ Vocabulary in the Term of Verb
Excellent 96-100 0 0% 1 5%
P= x 100%
P = 0.1 x 100%
P =10%
P= x 100%
P= x 100%
P = 0.1 x 100%
P =10%
P= x 100%
P= x 100%
P = 0.6 x 100%
P =60%
For “Very Poor” Category
P= x 100%
P = 0.2 x 100%
P =20%
P= x 100%
P = 0.05 x 100%
P =5%
P= x 100%
P= x 100%
P = 0.2 x 100%
P =20%
P= x 100%
P = 0.35 x 100%
P =35%
For “Fairly Good” Category
P= x 100%
P = 0.2 x 100%
P =20%
For “ Fair” Category
P= x 100%
P = 0.1 x 100%
P =10%
For “Poor” Category
P= x 100%
P = 0.1 x 100%
P =10%
Rate percentage of students’ Vocabulary in the Term Adverb
Excellent 96-100 0 0% 0%
P= x 100%
P = 0.1 x 100%
P =10%
For “ Poor” Category
P= x 100%
P = 0.75 x 100%
P =75%
For “Very Poor” Category
P= x 100%
P = 0.15 x 100%
P =15%
P= x 100%
P = 0.1 x 100%
P =10%
For “ Good” Category
P= x 100%
P = 0.15 x 100%
P =15%
For “Fairly Good” Category
P = 0.55 x 100%
P =55%
For “Very Poor” Category
P= x 100%
P = 0.2 x 100%
P =20%
b. Post test
∑
3. Post test
∑
2. Verb
t=
∑
∑
√
3. Adverb
√
t=
√
t=
√
t=
√
t=
√
t= = 11.72
t=
∑
∑
√
t=
√
t=
√
t=
√
t=
√
t=
√
t= = 11.62
t=
∑
∑
√
t=
√
t=
√
t=
√
t=
√
t=
√
t= = 13.72
APPENDIX IV
T-table
APPEN514
Documentations
Treatment 1
Treatment 2
Treatment 3