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THE EFFECTIVENESS OF USE UNO CARD GAME ON INCREASING

STUDENT VOCABULARY

i.Background

Talking about language, we have to talk about vocabulary. It means that a

language cannot be separated from vocabulary that is why the mastery of

vocabulary is the most important aspect in acquiring a second language or foreign

language. ​Now days English is almost used in all over the world; it is used as the

first or second language. In Indonesia, English is used as a foreign language has

been introduced since elementary school even in play groups. This fact shows us

the importance of English.

English is a language that is commonly used in the world’s communication

as in the international congress and gathering, we use English for making

explanation, analyzing situation or discussing the relative merits of one producing

and English is the language spoken by most people, although many people object

to this. Vocabulary is essential to the development and demonstration of

linguistics skills, and by learning vocabulary, it can be expected student’s test

achievement will be better and measure the extent of this learning and encourage

it to be apart of playing in instructional testing.

English has been taught as the first foreign language in Indonesia since

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earlier 1990s. (Fitria, 2007) it is one of foreign language that is used as a means of

communication, according to Suyanto (2007:118) said that the definition of

vocabulary “is collective word owned by one language and gives the meaning if

we use the language”.

The aim of language learning process is to master fourth skills of

language. It is speaking, writing, reading and listening. To get all those skills is

needed a vocabulary sufficiently. Vocabulary is not only important but also affect

in learning and controlling those language skills. If the vocabulary is not good

enough, can be assumed that there is will be an obstacle in mastering those skills.

Based on my teaching practical experience in SMP Plus Al- Aqsha,

Sumedang some student looks like difficult in learning English especially in

learning vocabulary. They often ask teacher the meaning of words. Student

difficulty in mastering English vocabulary caused by several circumstances. One

of the circumstances is no student interest in memorizing English vocabulary

besides ​that​ student has much assignment from other subject.

In order to achieve the purpose of learning English, teachers expected to

active and make the process of learning more interesting and effective, teachers

should improve their ability in designing efficient and effective learning strategy

to help student learn English.

It feels urgent when i was teaching practical in SMP Plus Al-Aqsha. The

facility in the class still traditionally, there was a whiteboard to deliver material.

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Because of that, the writer has an opinion that process of learning will be more

efficient and effective with media teaching. Use media in process of learning like

educative games, besides it make the process of learning more simple and enjoy.

It also raises student moral value to work together and responsiveness.

Researching an effectiveness of media like educative games, teacher

should precise in choosing a media. Choosing a media should have adapted by

class condition. Whether it is a facility condition or student condition. According

to writer observation in SMP Plus Al-Aqsha where there is no electronic media

like speaker or projector. So, teacher should use traditional media in class.

The writer have been used Rummy Card to help student in memorizing a

Simple Tense. Student looks more interest in learning simple tense and makes the

process of learning cheerful and focus.

Educative games regarded effective enough by the writer to help teacher

deliver a main material to student. In that case, the writer having an opinion that

UNO card games which playing often by a teenager in Indonesia especially Java

can be a media for helping student in memorizing English Vocabulary. Even the

truth of this assumption is not examined. Therefore needed a step of observation

in order to make the assumption to be a responsible fact. ​The step is a scientific

research from the writer.

Uno (/ˈuːnoʊ/; from Italian and Spanish for 'one') is an American card

game which is played with a specially printed deck. The game was originally

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developed in 1971 by Merle Robbins in Reading, Ohio, a suburb of Cincinnati. It

has been a Mattel product since 1992. The game's general principles put it into the

Crazy Eights family of card games.This card emphasize to number, colour and

symbols.The card will be modified and adapt to needs in learning english

vocabulary with add noun pictures Uno cards that have been modified is expected

to help the students in memorizing vocabulary.

According to the explanation above, the authors attempt to perform a study

entitled “THE EFFECTIVENESS OF USING UNO CARD GAME ON

INCREASING STUDENT VOCABULARY” ​to prove the assumption from the

writer​.

ii.The Research Questions

In this research, the writer concentrates to solve the following three questions:

1. What is students' difficulties in mastering the English due to lack of memorizing

vocabulary?

2. Is a mastering low vocabulary caused by students difficulty in memorizing

English vocabulary?

3. Is a low attention and motivation in learning English affect to student ability in

mastering English vocabulary?

4. Can a tools or learning media like a game help the teacher in teaching English

vocabulary?

5. Can game media learning motivate student in learning English vocabulary?

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6. Is game media education learning like UNO card effective to increase student

English vocabulary?

iii.The Scope of the Problem

The problem in this study is restricted in order not too widespread so that research

will be focused on the research objectives. This study is the effectiveness of

instructional media such as a card game Uno in learning English vocabulary with

themes Apartments. Vocabulary is defined in this study is the type of noun.

iv.Statement of the Problem

Based on the scope of the problem above, the researcher would like to answer the

following question below:

1. How students' vocabulary mastery level before the implementation technique Uno

card game?

2. Is there any improvement student mastery of vocabulary after the implementation

of the technique Uno card game?

3. Is the implementation of the card game Uno technique effective in improving

English vocabulary?

v.The Purpose of Research

Based on the questions formulated above, the purposes of the study are:

1. To know the level of students' in mastering English vocabulary before the

application of the technique Uno card game.

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2. To know presence or absence of an increase students' vocabulary mastery after

application Uno card game techniques.

3. The effectiveness of the implementation technique in improving the Uno card

game English vocabulary.

vi.The Significances of Research

This study is hoped will be useful to:

1. Encourage the English teachers to use many kind of techniques in teaching

English, for instance through games.

2. Help the students to learn English vocabulary easily through games.

3. Give more experience or input for readers that games can be used as a technique

in teaching English vocabulary.

vii.Rationale

a. Definition of Vocabulary

In an orthographic definition, a word means any sequence of letters, which

are tied on either side of the word by a space or punctuation mark. Such as book,

pens, newspaper and others but this definition faces some problem like ‘will not’

is two words but ‘cannot’ is one word, ‘instead of’ is two words but ‘in place of’

is three words. While, a more accurate definition of a word is the ​minimum

meaningful unit of language. ​(Carter, 1998: 4-5). This definition enables us to

differentiate the separate meanings conveyed in the word ​can i​ n so far as it can be

said to be a different semantic unit. This definition also faces a problem such as

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the single unit of meaning which is performed by unit words like, bus driver, tram

driver, goal keeper, and line man. Are they one word or two? It is difficult to have

a fixed definition. Both of them have weaknesses. While Hunt and Beglar (1998)

define a word as “the base form for example, make and its inflections and

derivatives ‘makes’, ‘made’, ‘making’ and ‘makers’. Since, the meaning of these

words is closely related. In addition (Bloomfield, 1933, cited in Carter, 1998:5)

said that “a ‘word’ is a word if it can stand on its own as a reply to a question or as

a statement or exclamation” like, Shoot! Goal! Help!

viii.Hypothesis

Hypothesis is tentative assumption of the result of study. The truth of it indeed

and necessary to be known whether it is right or wrong. The explanation above

can be formulated a hypothesis of the use of UNO card games in increasing

student.

1. H0 accepted if t account < t table: it means that there is no significant influence

of use UNO card game on increasing student vocabulary.

2. H1 accepted if t account > t table: it means that there is a significant

influence of use UNO card game on increasing student vocabulary.

ix.Methodology

1. Method of Research

The kind of research used in this investigation is quantitative research. The data

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which was collected in this investigation is in terms of score. Meanwhile, the

method used is experiment method which has the purpose for knowing cause and

effect (Subana, 2001: 139). The method of this research is ​quasi experiment ​with

one-group-pretest-posttest-models. I​ t means the writer use one research class to

give a treatment for a while research. The result of research is pre-test and

post-test. The treatment given is the application of Uno card game technique in

English vocabulary learning. The subject research is VIII E Grades in SMP Plus

Al-Aqsha with use ​purpose random sampling, i​ t means selecting a random sample

of the research conducted by the purpose of obtaining samples that meet the

selection criteria,the samples that follow the overall research activities ranging

from pre-test phase, treatment and posttest.

Pretest and Post-test design in one group

Pretest Treatment ​(Free Post-Test

Variable)

Y X Y

Explanation:

Y:Giving of pretest to measure the dependent variable prior to treatment carried

X:Giving to the subject of experimental treatments

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Y: Giving of post test to measure the dependent variable after treatment.

2. Source of Data

Population

The population is taken from VIIIE grades at SMP Plus Al-AqhaJatinangor

Sumedang. They are about 40 students of a class at the school. In this research, it

will be divided into two groups as experimental group and control group. It

related to the statement of Arikunto (1989: 120): “If the population is less than

100, it is better to take all of them as a sample of investigation”.

Sample

As the statement above, because ​of the population is fewer than 100, all of the

students in these two classes will be taken as sample of population (Arikunto,

1989:120). In this case, the probability sample that is chosen is clustering sample.

The students of VIIIE at SMP Plus Al-Aqsha are 40 students. ​Therefore, the

research number of all students is 20 students for experiment group and 20

students for control group​.

x.Technique of Collecting Data

The techniques that used by the writer in this research for collecting the data are

through:

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a. Observation

In this technique, the data that needed has been required in guidelines, and it

collected by observing the process of study as long as the treatment of research is

given. It is participant observation, when the researcher stands in the research

groups and plays the role as a teacher to observe the process of investigation

clearly and specifically. The researcher also, observes the condition of the school

completely to make the real report of the local circumstance. Then it has been

taken from the headmaster’s data of the school. I hope that the specific situation

and condition at SMP plus Al-Aqsha Sumedang should know deeply for the

complete research data.

b. Pre-test

The implementation of pre-test is conducted in class as standardized test which

have the requirement of validity and reliability tests. Besides, the questionnaire as

the instrument between both of groups must be homogenous to get balancing

quality of the two groups researched. It is objective test, include of thirty points

multiple-choice questions by forty-five minutes duration, which are related to the

subject material. The pre-test is used to measure the intelligent of students on their

comprehension acquisition before they are given the treatment of research.

c. Post-Test

The implementation of post-test is conducted in class as non-standardized test,

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which have the requirement of validity and reliability test before. Besides, the

questionnaire as the instrument between both of groups must be homogeneous to

get the real and objective measurement about the quality of the two groups

researched. It is objective test and essay test; include of twenty points

multiple-choice questions, which are divided into two kind materials. First, it is

multiple choices to answer the stories. Second, it is common multiple choice

based on the subject material. Then, it is ten points of essay test. The examination

is conducted in forty-five minutes duration.

xi.Data Analysis

The writer uses some ways in analyzing the data, which taken from the research,

they are:

1. Pretest and posttest results were analyzed by using SPSS V 18 toobtain basic

statistics.

2. Analysis Description as elaboration of base statistical research data. Includes the

number of samples, the average, standard deviation, minimum value, maximum

value,and value comparison test.

3. Determination of statistical test is determined according with the research data.

Parametric statistical test if the data were normally distributed and parametric

statistical tests when the data distribution is not normal.

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