This research aims at enhancing EFL students’ speaking skill through the use of language games. The research was designed in the form of Classroom Action Research. It was conducted in two cycles and six meetings. Each cycle consisted of plan, implementation, observation, and Reflection. The researchers employed an observation checklist, field notes, questionnaire, and test to collect the data. The main criterion of success of this research was that the students’ scores on the speaking test should achieve a score of 70, and it must be achieved by 75% of the total number of students. The second criterion was that the lecturer’s classroom performance should meet the “Success” category. The results of the first speaking test showed that from 24 students in the classroom, 15 students got scores of 70 or higher. It was equal to 62.5 %. In cycle 2, the total number of students who got scores of 70 or higher was 21. It was equal to 87.5 %. The result of this research indicated that the use of language games can develop the students’ speaking skills
The aim of this research was to improve the speaking learning process of eight grade students ofSMP Islam Terpadu (IT) QurrotaA’yunPaluin the academic year of 2019/2020 through animation movie. This study was an class action research study. It was conducted in two cycles, from the 4th of March to the 12th of March 2020. Each cycle consisted of two meetings. The steps of the research were planning, action, observation, and reflection. The subjects of this research were 30 students of VIII D class, the English teacher, and the researcher. The data were in the form of qualitative data and also supported by quantitative data. The qualitative data were obtained by observing the teaching and learning process, interviewing the students and collaborators, holding discussions with the collaborators, and taking pictures of the teaching and learning process. Meanwhile, the quantitative data were obtained through post-test, the field notes and interview transcripts were analyzed qualitatively through four steps namely data collection, data reduction, data display, and conclusions. The results of this research showed that the implementation of animation movie in the speaking learning process was effective to make the students become enthusiastic in the Englishspeaking activities. The use of animation movie that was combined with speaking performances and group works made significant progress in the speaking learning process. The students were interested towards the materials, could understand the materials easily, and spoke more confidently. In reference to the number, the students who was completely the score of speaking skill was improved from 70% to 80% and the number of the students who has a high confidence in speaking was improved from 78% to 82,66%. The students’ interest level toward speaking was improved through the use of animation movies because they could learn speaking English through fun activities with their friends. Therefore, they were not bored in the teaching-learning process.
The objectives of this research was to know the process of learning English vocabulary by using guessing words game and to know the students’ problem in learning English vocabulary by using guessing words game for the seventh grade students of SMP Negeri 10 Palu in academic year of2019/2020 with the use of guessing words game technique. In this research, the researcher used qualitative research method. The researcher chose class VII D as sample which consisted of 23 students. In collecting the data, the researcher used four kinds of instruments, they were: observation,interview, test and document. Based on the observation, there are some problems in the teaching and learning. To solve those problems, the researcher implemented guessing words game as vocabulary activities. This research was conducted through classroom action research that consisted of two cycles. Each cycles consisted three meetings. The result of the research showed that there were some improvements of the students’ vocabulary. In cycle 1 average score was 62,86 there were some unsuccessful score. Meanwhile, in cycle 2 average score was 72,34 the implementation of guessing words game was successful in developing students vocabulary. Guessing words game gives better result to develop the students’ vocabulary. In other words, guessing words game is effective to use in teaching English vocabulary.
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