THE EFFECT OF “KIM’S MEMORY GAME” ON STUDENTS’
VOCABULARY MASTERY VIEWED FROM STUDENTS’
MOTIVATION
(An Experimental Study at the Seventh Grade Students of SMP N
2 Pedan, Klaten in the Academic Year 2016/2017)
Submitted to the Department of Language Studies,
Graduate School of Muhammadiyah University of Surakarta
in Partial Fulfilment of the Requirements for
the Degree of Master of Education
By
WAHYUNINGTYAS SITI HAJAR
S200150036
DEPARTMENT OF LANGUAGE STUDIES GRADUATE SCHOOL
MUHAMMADIYAH UNIVERSITY OF SURAKARTA 2017
APPROVAL
THE EFFECT OF “KIM’S MEMORY GAME” ON STUDENTS’
VOCABULARY MASTERY VIEWED FROM STUDENTS’
MOTIVATION
(An Experimental Study at the Seventh Grade Students of SMP N
2 Pedan, Klaten in the Academic Year 2016/2017)
PUBLICATION MANUSCRIPT
Writen by:
Wahyuningtyas Siti Hajar
S200150036
HAS BEEN APPROVED BY
PRIMARY SUPERVISOR
DR. MARYADI, MA
CO – SUPERVISOR
MAULY HALWAT HIKMAT, Ph. D
i
APPROVAL OF PUBLICATION MANUSCRIPT FOR SUBMISSION
The Effect of “Kim’s Memory Game” on Students’ Vocabulary
Mastery viewed from Students’ Motivation (An Experimental
Study at the Seventh Grade Students of SMP N 2 Pedan, Klaten in
the Academic Year 2016/ 2017)
submitted by Wahyuningtyas Siti Hajar
S200150036
has been examined by the board of examiners on March, 2017. All
feedback, corrections, and suggestions recommended by the examiners have
been considered and revision has been accordingly made by the student.
Board of examiners certify that the thesis is eligible for submission.
Board of Examiners
1. Dr. Maryadi, MA (........................................ )
(Primary Supervisor)
2. Mauly Halwat Hikmat, Ph.D. (......................................... )
(Co – Supervisor)
3. Dr. Dwi Haryanti, M.Hum (......................................... )
( Examiner)
Surakarta, March 2017
Director of Graduate School
Prof. Dr. Khudzaifah Dimyati, S.H. M. Hum
ii
STATEMENT OF AUTHORSHIP
I hereby confirm that the article publication is an original and authentic work written
by myself and it has satisfied the rules and regulations of Muhammadiyah University
of Surakarta with respect to plagiarism. I certify that all quotations and the sources of
information have been fully referred and acknowledged accordingly.
I confirm that this thesis has not been submitted for the award of any previous
degree in any tertiary institutions in Indonesia or abroad.
Surakarta, 28 February 2017
Writer
Wahyuningtyas Siti Hajar
S200150036
1
THE EFFECT OF “KIM’S MEMORY GAME” ON STUDENTS’
VOCABULARY MASTERY VIEWED FROM STUDENTS’ MOTIVATION
(An Experimental Study at the Seventh Grade Students of SMP N 2 Pedan,
Klaten in the Academic Year 2016/2017)
Abstract
The main objectives of this study are: (1) to find out whether there is any
different influence on Kim’s memory game and Translation toward students’
vocabulary mastery (2) to find out whether there is any different influence of of
high students’ motivation and low students’ motivation toward students’
vocabulary mastery (3) to find out whether there is the influence of the interaction
between learning technique and students’ motivation toward students’ vocabulary
mastery. This study is experimental study. The population of the research is 331
students of seventh grade students’ of SMP N 2 Pedan, Klaten in the academic
year 2016/2017. The total sample were 62 students’ taken from two classes, 7D
and 7E were the sample. The instrument of this research is vocabulary test and
questionnaire. In analyzed the data using ANOVA or multifactor analysis and
Tukey test. The research findings show that: (1) using Kim’s memory game is
better than using translation for teaching vocabulary mastery. (2) the students who
have high motivation have better vocabulary mastery than the students who have
low motivation. (3) there is no influence of the interaction between teaching
technique and students’ motivation in teaching vocabulary mastery.
Keywords: Kim’s memory game, Motivation, Vocabulary
Abstrak
Penelitian ini bertujuan: (1) untuk mengetahui perbedaan pengaruh teknik
pembelajaran menggunakan Kim’s memory game dan translation terhadap
penguasaan kosa kata siswa (2) untuk mengetahui perbedaan pengaruh tingkat
motivasi belajar tinggi dan tingkat motivasi belajar rendah terhadap penguasaan
kosa kata siswa (3) untuk mengetahui pengaruh interaksi teknik pembelajaran dan
motivasi belajar terhadap penguasaan kosa kata siswa. Penelitian ini
menggunakan model eksperimen. Jumlah populasi penelitian ini 331 siswa kelas 7
SMP N 2 Pedan, Klaten tahun pelajaran 2016/2017/ Jumlah sampel dalam
penelitian ini 62 siswa dari dua kelas, 7D dan 7E . Teknik pengumpulan data
mengunakan test kosa kata dan kuesionnaire. Teknik analisis data yang digunakan
adalah ANOVA atau analysis multifaktor varian dan test Tukey. Hasil penelitianb
menunjukkan bahwa: (1) penggunaan Kim’s memory game lebih baik daripada
penggunaan translation untuk penguasaan kosakata siswa. (2) siswa yang
memiliki tingkat motivasi belajar tinggi lebih baik penguasaan kosakata daripada
siswa yang memiliki tingkat motivasi belajar rendah. (3) tidak ada pengaruh
interaksi teknik pembelajaran dan motivasi belajar terhadap penguasaan kosa kata
siswa.
Kata kunci: Kim’s memory game, Motivasi, Kosakata
2
1. INTRODUCTION
Vocabulary is an important part in foreign language learning as the
meaning of new words are very often highlighted, whether in book or in
classroom (Alqahtani, 2015: 21). Vocabulary is important tool in
communication, so it is important for a teacher to be creative and innovative in
teaching vocabulary. One of technique that teacher can used is game. Game is
an activity that makes learners fun, relax, and enjoy in learning activity. One
of the games that teacher can use is “Kim’s memory game”. “Kim’s memory
game” is a game where students are asked to remember exactly what was on
astray before it was covered. So, it not only makes learners happy and
interested in learning process, but also will challenge their power of
observation and memory.
There is a reason for teaching young learner, because teaching English
for young learner needs for highly skilled and dedicated teaching (Harmer,
2004: 83). Based on the researcher’s observation in teaching English at the
seventh grade students of SMP N 2 Pedan, Klaten, many problems appear in
the learning process. The causes of problems are that the material and the
ways in delivering material are not interesting. Based on the problems that
arise, the researcher is interested in conducting experimental research
entitled,” THE EFFECT OF KIM’S MEMORY GAME ON STUDENTS
VOCABULARY MASTERY VIEWED FROM STUDENTS MOTIVATION
(An Experimental Study at the Seventh Grade Students of SMP N 2 Pedan,
Klaten in the Academic Year 2016/2017). The researcher hopes this study will
have two kinds of adavantage: (1) theoretical benefit, (2) Practical benefit.
(1)Theoretical benefit: this study hopes have contribution to improve students’
vocabulary through use of Kim’s memory game; and games is one of
interesting techniques that can be used in a learning activity. (2) Practical
benefit: (a) to English teacher: this results can enrich the teacher technique in
learning process. It can make relax and fun learning, so students are not bored
in the learning process. (b) to other researchers: these studies give brief
knowledge about using games in vocabulary learning.
3
This study is based on research conducted by previous writer. Tuan (2012)
concluded that class taught using games was better that the class in
recollection vocabulary. Chen and Hsiao (2008), showed that 20- hour-
vocabulary- game training have influenced by the participants’ use of
language learning. Kunnu, Uiphanit, and Sukwises (2016), there is statistically
significant difference between pre- learning and post- learning of learning
achievement by using games. Tunchalearnpanih (2012), games help students
to remember more words, and students’ vocabulary knowledge was
improved.Wang, Shang, and Briody (2011), there is significant improvements
in learning, motivation, and reduced when learning included games. Al- Shaw
I (2014), by using games improved learners’ ability to memorize the new
words effectively and enhanced students’ enthusiasm to learn new vocabulary
of scientific English. Darfilal (2014), language game is an effective method in
improving EFL middle school students’ vocabulary knowledge. Huyen, and
Nga (2003), game is an effective strategy for helping students to improve their
vocabulary building skills. Mubaslat (2012), games are effective in teaching a
second language and helpful for the teacher as a procedure for language
acquisition. Stojkovih and Jerotijevih (2011), the reasons pro, teacher more
aware by used games and students makes some proggress in learning activity.
Then reason against, teacher afraid that used game in learning activity,
students would not be able to learn anything and it would transform into
playing. Mozelius (2014), the basic component taxonomy of intrinsic
motivation has potential to stimulate both of the level internal and
interpersonal motivation. Maria and Othman (2015), game was proved to be
an effective way in learning vocabulary for L2 learners. Mahmoud and Tanni
(2012), games have influence of students’ attitudes in learning activity.
Yahoui (2012), language game is effective in teaching vocabulary and help
students to improve their knowledge. Rohani and Pourgharib (2013), there is
no significant difference was found between use of textbooks and games on
learning vocabulary. Blacker, Curby, Klobusicky, and Chein (2014), an action
video game has a potentially unique and visual working system might be
4
enhanced. Sadeghi and Sharifi (2013), the post- teaching activities have
implications for EFL in implementing task- oriented activities for better
retention of vocabulary. Taheri (2014), language ganmes has an effect on
students’ retention. Habbash (2015), the students are not trained well in use
mobiles and it caused a disturbance in the classrooms. Derakhshan and Khatir
(2015), teacher and students can apply educational games as effective and
interesting ways in learning vocabulary.
2. METHODOLOGY
This study is experimental study with quantitatif approach. This research
used the factorial design, because this design used to analyze the main effects
for both experimental variables as well as analysis of the interaction between
the treatments. The population of this study was the seventh grade students of
Junior High School of SMP N 2 Pedan, Klaten. The total sample is 62 students
taken from two classes 7D and 7E. This study used test and questionnaire as
instruments of the research. This study focused on students’ vocabulary
mastery, used Kim’s memory game in experimental class. While control class
used translation. This study also viewed students’ motivation in learning
English. In data analysis the researcher used multifactor analysis of variance
(ANOVA) and Tukey test. Before analysis using ANOVA and Tukey test, the
researcher analysis normality and homogeneity first. Normality test is to know
the data have normal distribution or not (Gunawan, 2015: 67), then
homogeneity test is used to know the data from the population that have same
variance (the data homogeneous) or not (Gunawan, 2015: 77).
3. RESULTS AND DISCUSSION
The results of tried out showed that test item of vocabulary test there were
36 valid out of 85 items. The test items also reliable because (1,68) is higher
that (0,355).
5
The Different Influence of Kim’s Memory Game and Translation
towards Students’ Vocabulary Mastery of the Seventh Grade Students of
SMP N 2 Pedan, Klaten in the Academic Year 2016/ 2017
The result of data experimental group (students who are taught using
Kim’s memory game)
This group is normal distribution because (0,1109) is lower than
(0,1591). The population also homogeneous, because (6,10295) is
lower than (7,81). The mean score from 31 students is 80. The
highest score that students gets is 95 and the lowest score is 60. Standard
deviation is 10,08 and median 80,5.
Table
Histogram and Polygon Experimental group
The result of data control group (students who are taught using
translation)
This group is a normal distribution, because ( 0, 1578) is lower than
(0,1591). The population also homogeneous, because (6,10295) is
lower than (7,81). The mean score from 31 students is 74,52.
The highest score that students gets is 95 and the lowest score is 60.
Standard deviation is 11,35 and the median is 74,5.
0
5
10
15
60 - 65 66 - 71 72 -77 78 - 83 84 - 89 90 - 95
6
Table
Histogram and Polygon of Control Group
Based on the table above, between columns (5,527) is higher
than (4,007), it means the differences between columns is
significant. The results of table 4.8, showed that (4,68) is higher than
(2,83),so the difference between column A1- A2 is significant. The
mean score of students who are taught using Kim’s memory game (80) is
also higher than the mean score of students who are taught using
translation (74,52). So, it can be concluded that there is significant
different influence of Kim’s memory game and translation towards
students’ vocabulary mastery of the seventh grade students’ of SMP N 2
Pedan, Klaten.
The Different Influence of Students’ Who Having High Motivation
and Students’ Who Having Low Motivation towards Students’ Vocabulary
Mastery of Seventh Grade Students of SMP N 2 Pedan, Klaten in the
Academic Year 2016/ 2017
This group is a normal distribution, because (0,1033) is lower
than (0,1401). The population also homogeneous, because (6,10295)
is lower than (7,81). The mean score from 40 students is 81, 38.
The highest score that students gets is 95 and the lowest score is 60.
Standard deviation is 10,38 and the median is 83,5.
0
5
10
15
60 - 65 66 - 71 72 - 77 78 - 83 84 - 89 90 - 95
7
Table
Histogram and Polygon Students who Having High Motivation (B1)
Data of Students’ Low Motivation
This group is a normal distribution, because (0,1382) is lower
than (0,1832). The population also homogeneous, because
(6,10295) is lower than (7,81). The mean score from 22
students is 69,77. The highest score that students gets is 85 and the
lowest score is 60. Standard deviation is 7, 79 and the median is
72,5.
Table
Histogram and Polygon of Students who having Low
Motivation (B2)
The Influence of the Interaction Between Learning Technique and
Students’ Motivation towards Students’ Vocabulary Mastery of Seventh
Grade Students of SMP N 2 Pedan, Klaten in the Academic Year
2016/2017.
0
5
10
15
20
60 - 65 66 - 71 72 - 77 78 - 83 84 - 89 90 - 95
0
2
4
6
60 - 64 65 - 69 70 - 74 75 - 79 80 - 84 85 - 89
8
Data of Students’ Taught Using Kim’s Memory Game who Having High
Motivation (A1B1)
This group is a normal distribution, because (0,1326) is lower
than (0,1866). The population also homogeneous, because (6,10295)
is lower than (7,81). The mean score of 21 students is 85. The
highest score is 95 and the lowest score is 70. Standard deviation is 7,35
and Median 86,67.
Table
Histogram and Polygon of A1B1
Data of Students’ Taught Using Kim’s Memory Game Who Having Low
Motivation (A1B2)
This group is a normal distribution, because (0,1734) is lower
than (0,258). The result of calculation of normality test can be looked in
appendix 4. The population also homogeneous, because (6,10295) is
lower than (7,81). The mean score of 10 students is 69,5. The
highest score is 80 and the lowest score is 60. Standard deviation is 5,99
and the median is 68,33.
Table
Histogram and Polygon of A1B2
0
2
4
6
8
68 - 72 73 - 77 78 - 82 83 - 87 88 - 92 93 - 97
0
2
4
6
60 - 66 67 - 73 74 = 80
9
Data of Students’ Taught Using Translation who Having High Motivation
(A2B1)
This group is a normal distribution, because (0,1397) is lower
than (0,195). The population also homogeneous, because (6,10295) is
lower than (7,81). The mean score of 19 students is 77,37. The
highest score is 95 and the lowest score is 60. Standard deviation is 11, 83
and the median is 79,75.
Table
Histogram and Polygon of A2B1
Data of Students’ Taught Using Translation Who Having Low Motivation
(A2B2)
This group is a normal distribution, because (0,1932) is lower
than (0,242). The population also homogeneous, because (6,10295) is
lower than (7,81). The mean score is 70. The highest score is 85
and the lowest score is 60. Standard deviation is 9, 29 and media is 70.
Table
Histogram and Polygon of A2B2
0
2
4
6
60 - 65 66 - 71 72 - 77 78 - 83 84 - 89 90 - 95
0
2
4
6
60 - 66 67 - 73 74 - 80 81 - 86
10
This experimental research is one of an effort to improve in teaching
vocabulary mastery for seventh grade students. The following is the
discussion of research findings are as follows:
There is a significant difference influence on Kim’s memory game and
translation towards students’ vocabulary mastery of the seventh grade
students of SMP N 2 Pedan, Klaten in the academic year 2016/2017.
Vocabulary is an important aspect of learning a language. Before the
students learn language, the first aspect that the students have to learn is
vocabulary. If, the students didn’t know vocabulary, so they can’t learn the
language. Kim’s memory game is one of interesting technique in learning
vocabulary. Kim’s memory game helps students to remember words based
on the picture or object that students have been looking before. So, this
technique also challenges their memory.
4. CONCLUSION
Based on the results of data analysis, it can be concluded that: (1) using
Kim’s memory game is better than using translation for teaching vocabulary
mastery at seventh grade students of SMP N 2 Pedan, Klaten in the academic
year 2016/2017, (2) the students who have high motivation have better
vocabulary mastery than the students who have low motivation in the seventh
grade students of SMP N 2 Pedan, Klaten in the academic year 2016/2017, (3)
there is no influence of the interaction between teaching technique and
students’ motivation in teaching vocabulary mastery at the seventh grade
students of SMP N 2 Pedan, Klaten in the academic year 2016/2017. There are
some suggestions for the English teacher and the other researcher; as follows:
(1) the English teacher: there are many techniques or strategies that can be
used by teachers in teaching vocabulary. The teacher can use the effective
technique in learning activity in order the situation of learning activity will be
interesting and students will be enjoying learning English. One of the effective
technique that teacher can use is Kim’s memory game. Kim’s memory game is
a vocabulary game where learners challenge their power of observation and
11
memory. By using this game, it is not only making situation of learning
activity more interesting, but students will be active and attractive during the
learning activity. So, teachers can apply this game in teaching vocabulary. (2)
the other researcher: This research is not prefect. Because, the result of
another research that ever the researcher reads. There is an influence in the
interaction between teaching technique and students’ motivation. But, this
result of the research there is no influence in the interaction between teaching
technique and students’ motivation. This research is also conducted once try
out only. It is better if there is twice try out. This research may be useful for
other researcher to conduct the next research with the different students’
condition for example, students’ interest or students’ intelligence. The other
researcher is also possible to conduct similar research with different
population characteristic.
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biskra.dz:8080/jspui/bitstream/123456789/4585/1/se88.pdf [accessed
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