7 +supriadi
7 +supriadi
7 +supriadi
1 Januari 2023
https://jurnal.jomparnd.com/index.php/jp e-ISSN: 2809-7998 p-ISSN: 2809-8005
Supriadi1*, Jalaluddin2
1,2
STKIP Paracendekia NW Sumbawa, NTB
Email: adysquare52@gmail.com 1*
Abstrak
This study aims to examine the use of Scrabble game as a teaching medium to improve the
vocabulary mastery of 2nd grade students of a Junior High School in West Nusa Tenggara Province,
Indonesia. This research employed classroom action research (CAR). The subjects in this study were 27
2nd grade students. The data collection methods used in this research are observation, documentation,
and tests. The results showed that the scrabble game medium was able to improve the vocabulary
mastery of the students. This is evidenced by the increase in students' English vocabulary mastery in each
cycle. In the first cycle the average value obtained was 62.37 (enough) out of 100 (very good) with a
completeness percentage of 33% (unfinished) from 100% (completed) while in the second cycle the
average value obtained by students increased from 62.37 (enough) to 77.37 (good) from 100 (very good)
with the percentage of completeness reaching 70% (completed) from 100% (completed).
vocabulary mastery. These factors are divided explained that vocabulary is part of active-
into external and internal factors. productive mastery often known as active
External factors encompass the vocabulary, namely vocabulary that a
teaching methods and the teaching employed language user can use naturally, and without
by the teacher during the learning process. much difficulty in expressing himself. On the
This is because in the teaching and learning other hand, the vocabulary that is part of the
process, to provoke students' enthusiasm in passive-receptive (passive-vocabulary) is a
learning English, teachers should have language user of another person, without
methods, media and facilities that can be being able to use it naturally in their own
applied or used in teaching. On the contrary, expressions.
internal factors are those that come from the Before conducting the research, the
students themselves. researcher did an initial observation. The
Scrabble is a type of board game that observation shows that the mastery of
can be used as a medium to support students' students was still low. It was found that the
academic activities. Scrabble can be used as a lack of facilities and media for learning
medium in developing language skills English causes the teaching and learning
(Hinebaugh, 2009). Meanwhile, according to process less effective. In addition, the lack of
Hargreaves (2012) Scrabble is an activity that student participation in teaching and learning
involves word recognition. Waite (2009:217) activities led to boring learning atmosphere,
in Voinov, V. (2010) also adds that scrabble is especially learning English vocabulary. The
a game that offers mental activities that teaching media was still traditional and and
improve cognitive skills. Then according to monotonous.
Pyatt, (2012) Scrabble takes the educational Therefore, the researcher intends to
value of crossword puzzles to the next level. conduct research on the use of the Scrabble
Scrabble players can improve their vocabulary Game medium to improve students'
every time they play, look up words in the vocabulary mastery. The main reason to
dictionary, or receive exposure to previously chose Scrabble over other media was because
unknown words used by opponents. Teachers this medium had never been used before at
can also narrow and focus the vocabulary used the school.
to fit a particular theme or rule they are
learning. In this way, memory and memory RESEARCH METHODS
also come into play. Scrabble games can This research employed classroom
increase vocabulary because of the strategy of action research (CAR). Classroom action
the game. research (CAR) is a series of action research
Djiwandono (2008) states that carried out cyclically in order to solve
vocabulary mastery can be divided into 2, problems until the problem is solved
namely. Active-productive mastery and (Mahmud, 2008). There were 27 students
passive-receptive mastery. Furthermore, he participated in this research.
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JUPEIS: Jurnal Pendidikan dan Ilmu Sosial Vol. 2. No. 1 Januari 2023
https://jurnal.jomparnd.com/index.php/jp e-ISSN: 2809-7998 p-ISSN: 2809-8005
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JUPEIS: Jurnal Pendidikan dan Ilmu Sosial Vol. 2. No. 1 Januari 2023
https://jurnal.jomparnd.com/index.php/jp e-ISSN: 2809-7998 p-ISSN: 2809-8005
65
JUPEIS: Jurnal Pendidikan dan Ilmu Sosial Vol. 2. No. 1 Januari 2023
https://jurnal.jomparnd.com/index.php/jp e-ISSN: 2809-7998 p-ISSN: 2809-8005
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JUPEIS: Jurnal Pendidikan dan Ilmu Sosial Vol. 2. No. 1 Januari 2023
https://jurnal.jomparnd.com/index.php/jp e-ISSN: 2809-7998 p-ISSN: 2809-8005
scrabble game medium. In addition, in terms Bahasa Indonesia siswa Kelas VII
of absenteeism, the number of students who Depok. FBS-UNY, Sleman
Yogyakarta.
did not enter either by neglect, illness, or
permission decreased in the even semester
after applying the learning method using the
scrabble game medium. This shows the
interest or desire of students to learn the
English Language has increased compared to
before.
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