EFFORTS TO IMPROVE THE SPEAKING LEARNING PROCESS USING COMMUNICATIVE GAMES AT GRADE 5 OF SD MUHAMMADIYAH PLEMBON, SENDANGSARI, MINGGIR, SLEMAN, YOGYAKARTA IN THE ACADEMIC YEAR OF 2010/2011

Supriyadi, - (2012) EFFORTS TO IMPROVE THE SPEAKING LEARNING PROCESS USING COMMUNICATIVE GAMES AT GRADE 5 OF SD MUHAMMADIYAH PLEMBON, SENDANGSARI, MINGGIR, SLEMAN, YOGYAKARTA IN THE ACADEMIC YEAR OF 2010/2011. S1 thesis, FBS UNY.

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Abstract

EFFORTS TO IMPROVE THE SPEAKING LEARNING PROCESS USING COMMUNICATIVE GAMES AT GRADE 5 OF SD MUHAMMADIYAH PLEMBON, SENDANGSARI, MINGGIR, SLEMAN, YOGYAKARTA IN THE ACADEMIC YEAR OF 2010/2011 By: Supriyadi NIM 04202241042 ABSTRACT The objective of this research was to improve the speaking learning process of grade 5 of SD Muhammadiyah Plembon, Sendangsari, Minggir, Sleman, Yogyakarta in the academic year of 2010/2011. In this research, the researcher used communicative games to improve the speaking learning process. This study is action research. The subjects of the research were the students of grade 5. The English teacher, the collaborator and school principal were the research member. The research steps were reconnaissance, planning, action and observation, then evaluation and reflection. The data were collected through observation in English teaching and learning process and interview with the research members. The instruments for collecting the data were a sound recorder, observation guidelines and interview guidelines. The data, in the form of field notes and interview transcripts, were selected based on the level of urgency and feasibility to get the most feasible problems to be solved. The data were analyzed qualitatively from the field notes and interview transcripts during the research. The research follows the criteria of validity proposed by Burns (1999) to fulfill the reliability and validity of the data. To deal with the problems, the researcher implemented communicative games as main activities, they were competitive games and cooperative games. The competitive games were Clock race, Whisper Race, and Action Guessing game. The cooperative games were Big Clock Game, Magic Box Game, and Survey Game. There were also three activities to support the actions, they were using simple classroom English during the teaching and learning; using media in the teaching and learning process; and giving reward to improve the students motivation. In this research, the researcher conducted two cycles of actions. The result of the first cycle showed that the implementation of the competitive games were effective in improving speaking learning process and the implementation of cooperative games did not reach an optimum result in improving speaking learning process. There were some aspects that still need improvement. The use of media and reward could improve the students’ motivation in joining the lesson. The result of second cycle showed that the implementation of competitive games, cooperative games, and the supporting activities could improve the speaking learning process. From the observation and interviews to the research members during the action, it was shown that there were some successful result, they were: (1) the speaking teaching and learning process was more active and enjoyable than the previous conditions; (2) the students were more enthusiastic and active in joining speaking activities; and (3) the students’ self-confidence to speak English improved.

Item Type: Thesis (S1)
Uncontrolled Keywords: COMMUNICATIVE GAMES,
Subjects: Bahasa dan Sastra > Bahasa dan Sastra Inggris
Divisions: Fakultas Bahasa, Seni dan Budaya (FBSB) > Pendidikan Bahasa Inggris > Pendidikan Bahasa Inggris
Depositing User: Admin Pendidikan Bahasa Inggris FBS
Date Deposited: 06 Jan 2017 01:44
Last Modified: 30 Jan 2019 12:38
URI: http://eprints.uny.ac.id/id/eprint/45508

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