"The Use of Guessing Game to Improve Students’ Motivation in Learning English Vocabulary for Eighth Grade Students of SMP N 6 Yogyakarta."

ABSTRACT

The Use of Guessing Game to Improve Students’ Motivation in Learning English Vocabulary for Eighth Grade Students of SMP N 6 Yogyakarta.
Siti Musthoriyah, Sanata Dharma University

The students had low motivation and inactive in learning English process. They were not confident to share their ideas using English. Therefore, the researcher conducted a research to improve students’ motivation in learning English vocabulary. The method used in this research was Classroom Action Research (CAR). The researcher conducted two cycles for two meetings. Each cycle consisted of four main steps, namely planning, acting, observing, and reflecting. The first cycle was conducted on Friday, February 22nd, 2019 and the second cycle was held on March 06th, 2019. The subject of the research was the students at VIII A grade of SMP N 6 Yogyakarta. The number of the students was 33 students. There were two research instruments, namely observation and questionnaire. Before implementing the research, the researcher conducted the preliminary study to observe the condition of the students and learning activities. Based on the preliminary study, the researcher showed that the students’ motivation was low. The students were not active and motivate in learning activities. However, the result of the research showed that the average in the cycle 1 was 76,03% and 80,06% in the cycle 2. It meant that the use of guessing games could improve the students’ motivation in learning English vocabulary. The students were more confident to share their ideas and active in the learning process.
Keywords: Motivation, Learning, English Vocabulary

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