Sabtu, 08 September 2018

INCREASE STUDENTS’ MOTIVATION IN LEARNING VOCABULARY THROUGH GUESSING GAMES WITH FICTURES TO THE STUDENTS OF SMP N 16 BENGKULU


INCREASE STUDENTS’ MOTIVATION IN LEARNING VOCABULARY THROUGH GUESSING GAMES WITH FICTURES TO THE STUDENTS OF SMP N 16 BENGKULU




RESEARCH PROPOSAL

Written by :

Name : JON SASTRO
NPM : 0821110047

ENGLISH STUDY PROGRAM
THE FACULTY OF TEACHER TRAINING AND EDUCATION
MUHAMMADIYAH UNIVERSITY OF BENGKULU
2011

CHAPTER I
INTRODUCTION
This chapter presents brief discussion of the background, research question, the objective of the research, significance of the research, limitation of the research, definition of key terms.
1.1  Background
As a professional teacher in the language teaching, especially the teaching of English as a foreign language, teacher mostly spend much of time on appropriate teaching methodologist for greater effectiveness in students acquisitions on English, designing, and implementing materials, test, and practice teacher are responsible to educate the students from little or no knowledge to sufficient English speaking environment. Most of the teaching technique before, found the teacher in the classroom by applying traditional and monolingual principle ways of teaching with unsatisfactory. In the classroom, the teacher must create the situation that can encourage real communication, many activities can be designed to make majors’ element lively. Games is one of the techniques that can be applied in teaching speaking because games in one of potential activity that gives students feeling of freedom to express themselves. Games are also potentially useful to encourage students of interact with each other orally.
In this research, the researcher focuses on the guessing games. The reason for using guessing games is you give more opportunities to students to make turns in speaking during the times allocated. The researcher assumes that guessing games are combination between language practice and fun. They can express their ideas freely because they do activities with their friends. This game is also easy to admiser and flexible in terms of subject matter and design.
Based on explanation above the researcher interested to investigate this problem and solve this problem that is about students vocabulary by using guessing game with fictures in the SMP N 16 Bengkulu.
1.2  Research questions
1.      How far the effectiveness of vocabulary through guessing  games?
2.      How The English by games more interested to teach vocabulary trough guessing  games?
3.      How the teachers more interested to teach vocabulary trough guessing  games ?
4.      How English play game more interesting for student to learn English?

1.3  The objective of this  research
1.      To find out the effectiveness of vocabulary through guessing  games
2.      Describing using guessing game in teach vocabulary
3.      Finding why teacher interested to teach vocabulary trough guessing game
4.      Finding the way so that the student want to learn English

1.4  Limitation of the Research
The researcher limits the discussing of the study about, “increase students’ motivation in learning vocabulary through guessing games with fictures to the students of SMP N 16 Bengkulu.
1.5  The significance of this research
The writer hopes that this research will have some benefits in the study of English, especially in teaching vocabulary. The result of this research are hoped to be useful for : teachers, students, and the other that interested about English teaching,especially about vocabulary.
1.6  The definition of key term
1.      Increase is a process of becoming or making be better. (oxpord,2008)
2.      Technique is way of doing something especially one that need special skill (oxpord,2008)
3.      Guessing game is game which played by the student with guest about something
4.      vocabulary is words as units that were part of grammatical pattern


CHAPTER II
LITERATURE REVIEW
2.1 Definition of teaching
Teaching is a process to give guidance the students to reach the goals. Teaching known as “Instruction” it means process that makes someone do learning. Teaching is a media for learning process includes behavior individual changes through pre- planned.
Teaching is an exiting job. Today, many references help teachers to get some solutions of problems in teaching learning process. The teachers can use some references to find out some techniques of teaching in their classroom. On the other hand, teaching is not easy to do. The teacher should do much of his work before entering the classroom.
According to Brown. Teaching is a superior job, is the demanding job. Among the demanding tasks are modifying the approaches, Syllabus, technique, and exercises to adopt and maximize the learning of a class as well as of most of its individual members.


CHAPTER III
RESEARCH METODOLOGY

3.1 Research Design
The design of this research used the descriptive qualitative, because it’s used to describe the data which are not amenable to being counted on measure in objective and subjective (lidicoats,1997).
This research use descriptive method. Descriptive ask about actually happened and terms of observable behavior events and the method to the technique of qualitative data collection but also include establishing a research relation with those you study and analyzing the data our collect. The researcher used this method to describe students vocabulary by using guessing games at SMP N 16 Bengkulu.
3.2  The Object of the Research
The object in this research is English teacher who teach and students in the SMP N 16 Bengkulu.

3.3  Techniques of Collecting the Data
In collecting the data, the researcher use the interview and observation in at the SMP N 16 Bengkulu. The researcher using guessing games to know or get the data about student ability in vocabulary. The researcher make a test to student and the enter in the speaking and  listening class.
3.4  Technique of Analysis Data
To analyzing the data the researcher used the formula.

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