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Increasing The Students’ Speaking Skill By Using “Who Am I” Game at Charming Class LPBA Nurul Islam Karang Cempaka Bluto Sumenep
ABSTRACT
Darun Fajriyah, 2015. Increasing The Students’ Speaking Skill By Using “Who Am I” Game at Charming Class LPBA Nurul Islam Karang Cempaka Bluto Sumenep. Undergraduate, Thesis, English Teaching Learning Program (TBI), The state of Islamic college (STAIN) Pamekasan. Advisor: Nina Khayatul Virdyna, M.Pd.
Key Words: Increase, Skill, Speaking, Who am I Game.
The background of the study in this research was based on the students’ difficulties in speaking skill. Some of the reasons were the method of the English teaching process was not interesting, the teachers teach speaking only read the dialogue etc. in their books. So, it will difficult for students to achieve the teaching and learning target. In order to solve this problem the teacher should have creative activity, and the using of “who am I” game can be an alternative way as a learning speaking that will make students enjoy and easy to speak in the class.
This study is aimed at responding the following question: 1). How does “who am I” game increase the students’ speaking skill in learning process?, Then the objective of the research is to describe how “who am I” game can increase the students speaking skill at Charming class LPBA Nurul Islam Karang Cempaka Bluto Sumenep
The study was designed as Collaborative Classroom Action Research. It was done collaboratively with one of the English teachers. The subjects of the study were 22 students of Charming Class LPBA Nurul Islam Karang Cempaka in academic year 2014/2015. The study consisted of two cycles. Cycle 1 consisted of three meetings and cycle 2 consists of two meetings which took three month for all cycles. In the planning stage, the researcher designed lesson plans, research instruments, and the criteria of success. In implementing the action, the researcher conducted the research based on the lesson plan. In observing the action, the researcher collected the data through observation checklist, field notes and documentation. In reflecting the action, the researcher achieved the criteria of success or not.
During the implementation of the action, the result of the test showed that the average of students’ score in the cycle I test was 69 and the average of students’ score in the cycle II test was 86. The achievement of the test in cycle II showed that the treatment was successful because the criteria of success of the implementation of who am I game can be said successful if 70% of students’ reached standard minimum score that was 70. In line with this result, the researcher concluded that the research improved students’ speaking skill.
From the result of this study, it can be stated that the using of “who am I” game were effective and very interesting. It can be seen from the significant improvement of students test result during cycle I to cycle II. However, the researcher recommends the English teachers to use “who am I” game as an alternative way in improving students’ speaking mastering especially when the students get difficulties in every skill. Future researchers are suggested to conduct further studies in a longer period and in a different level of education.
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