The Application of Mime Game Toward Students’ Vocabulary Mastery at The Seventh Grade of SMP Islam Nurul Ulum Kalitidu Bojonegoro

Khulwatut Diana, Ayu Fitrianingsih, Dian Ratna Puspananda

Abstract


Abstract— The students’ problem in learning English was lacking of vocabulary. One of the factors was the lack of their interest in learning English. In order to enrich their vocabulary, the researcher used Mime game in order to attract their interest to learn. The purpose of this research is to improve students’ vocabulary mastery and interest by using Mime game to the Class VII A students of SMP ISLAM NURUL ULUM (SMPINU) Kalitidu Bojonegoro. The method used in this research is Classroom Action Research which consists of Planning, Acting, Observing, and Reflecting. This research was done in two cycles. The participants of this research were the seventh-grade students in class VII with the total of 20 students. The technique of collecting the data was observation, interview, test, and questionnaire. The writer elaborated the result of observation, interview, questionnaire, and students’ mean score to get the findings. The results of this study showed that the implementation of Mime Game improved students’ vocabulary, they began to show interest by actively answered questions, and enthusiastic while guessing the action word.

Keywords— Vocabulary Mastery, Classroom Action Research, and Mime Game

 

AbstrakMasalah siswa dalam belajar Bahasa Inggris adalah kekurangannya kosakata. Salah satu faktornya adalah kurang minat mereka untuk belajar Bahasa Inggris. Untuk memperkaya kosakata mereka, peneliti menggunakan permainan pantomim untuk menarik minat mereka untuk belajar.  Tujuan dari penelitian ini adalah untuk meningkatkan penguasaan kosakata dan minat siswa dengan menggunkan permainan Mime pada siswa kelas VII A SMP Islam Nurul Ulum (SMPINU) Kalitidu Bojonegoro. Metode yang digunakan dalam penelitian ini adalah penelitian tindakan kelas yang terdiri dari merencanakan, bertindak, mengamati, dan merefleksi. Penelitian ini dilakukan dalam dua siklus. Partisipan penelitian ini adalah siswa kelas VII di kelas VII yang berjumlah 20 siswa. Teknik pengumpulan data adalah observasi, wawancara, tes, dan angket. Penulis menguraikan hasil observasi, wawancara, angket, dan nilai rata-rata siswa untuk mendapatkan temuan. Hasil penelitian ini menunjukkan bahwa penerapan permainan Mime meningkatkan kosakata siswa, mereka mulai menunjukkan minat dengan aktif menjawab pertanyaa, dan antusias saat menebak kata tindakan.

Kata kunci— Penguasaan Kosakata, Penelitian Tindakan Kelas, dan Permainan Mime


Keywords


Vocabulary Mastery, Classroom Action Research, and Mime Game

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References


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