THE IMPLEMENTATION OF GUESSING GAME BY CHARADES APPLICATION TO INCREASE SPEAKING ABILITY AT THE TENTH GRADE STUDENTS OF MA DARUL FIKRI IN THE ACADEMIC YEAR OF 2016/ 2017

BETRI PUSPA, BELIA (2017) THE IMPLEMENTATION OF GUESSING GAME BY CHARADES APPLICATION TO INCREASE SPEAKING ABILITY AT THE TENTH GRADE STUDENTS OF MA DARUL FIKRI IN THE ACADEMIC YEAR OF 2016/ 2017. Skripsi thesis, UNIVERSITAS MUHAMMADIYAH PONOROGO.

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Abstract

Key Words: Speaking, Guessing Game, Charades Application Speaking is one way to communicate which ideas and thoughts orally. To enable students to communicate, we need to apply the language in real communication. Teaching students to speak English might become a problem for some EFL teachers. However, some students’ speaking skill at tenth grade of MA Darul Fikri in the academic year of 2016/ 2017 is still low such as the willingness of learners to speak up. So the importance of helping the students is in order to be brave to speak up. One of the ways is by using different method. Guessing Game by Charades application is a method or game that can be used to make students can study speaking easier and they are motivated to speak well. In accordance to the fact above, the researcher formulated the statement of the problems, does the implementation of guessing game by charades application increase students’ speaking skill at the tenth grade of MA Darul Fikri in the 2016/ 2017 Academic Year?” and how can the implementation of guessing game by charades application improve students’ speaking skill at the tenth grade of MA Darul Fikri in the 2016/ 2017 Academic Year?”. Furthermore the researcher has two purposes in this research, there are: 1) to find out whether guessing game by charades application improves students’ speaking skill at the tenth grade of MA Darul Fikri at the 2016/ 2017 academic year and 2) and to find out how the implementation of guessing game by charades application can improve students’ speaking skill at the tenth grade of MA Darul Fikri in the 2016/ 2017 academic year. This research used Classroom Action Research (CAR) to apply guessing game by Charades application. This subject was the students at the tenth grade students of MA Darul Fikri in the academic year of 2016/ 2017 that consisted of 32 students. The research was started on August 16th , 18th, 20th and August 23rd, 25th, 27th 2016. This research was conducted in two cycles and used three research instruments. They were observation checklist, questionnaire, and test. The research was done in two cycles. In cycle I, the result of students’ observation score was 53.57%, questionnaire 79.7% and test 67.18% and then improve in cycle II, the result of students’ observation score was 89.28%, questionnaire 83.3% and test 100%. It showed that the students were very enjoying and more interested in studying English. Finally the researcher makes a conclusion that guessing game by charades application has many benefits for the activities at the learning process, for example it can be useful for increasing students speaking skill in studying English, make more confident to speak up in target language in the process of teaching learning.

Item Type: Thesis (Skripsi)
Subjects: P Language and Literature > PE English
Divisions: Departement of Teacher Training and Education > Department of English
Depositing User: Editor FKIP
Date Deposited: 29 May 2017 02:16
Last Modified: 29 May 2017 02:16
URI: http://eprints.umpo.ac.id/id/eprint/2850

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