Teaching Vocabulary Through Snake and Ladder Board Game in The Tenth Grade of Sma Muhammadiyah 1 Malang
Teaching Vocabulary Through Snake and Ladder Board Game in The Tenth Grade of Sma Muhammadiyah 1 Malang
Teaching Vocabulary Through Snake and Ladder Board Game in The Tenth Grade of Sma Muhammadiyah 1 Malang
PISSN 2356-0401
VOLUME 3 NO 1 2018
ABSTRACT
INTRODUCTION
language skills: listening, speaking, reading and writing. Based on the theory, it can
understanding what they hear and read for the sake of good communication to other
one of the language components playing a key role in all language skills: listening,
speaking, reading and writing. Based on this theory, it is very important for the
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students to learn vocabularies of the target language since vocabulary itself is the
senior high school, it is quiet complicated because the students have inadequate
vocabulary.
In this case, the teachers were challenged because they have to develop their
learning English. One of the media that may the teacher use to transfer the material is
by using a game. A game use is a solution offered to learn vocabulary because game
reason, teaching English using game might help the students to improve their ability
Kamali (2014) elucidates that Snake and Ladder Board game is one of board
games that can be used as an interesting medium and increase student’s interest and
motivation. Moreover, Hinebaugh (2009:2) states that board games are excellent
tools for teaching fundamental and core educational skills. The previous statements
strengthens the argument that games especially Snake and Ladder Board game could
potentially support and very helpful in teaching and learning activities to improve
students’ vocabularies ability and also attract students’ motivation in learning English.
In line with the previous statements, in this present study the researcher focuses on
The result of this study is expected to give, first, theoretically for the next
researchers and the readers, the output of this research might be useful as an
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additional information and knowledge for the next researchers. Moreover, the
readers and further researchers could use this paper to beautify their vocabulary
mastery. Secondly, practically for the teacher and the Students is to have a
beneficial useful for teacher to help finding an appropriate method used in teaching
certain word in this study, the researcher provides some explanation about certain
terms as below:
the competition, speed and skill also should be achieved at once. Learning through
playing game can help the students in reducing their stress and develop their sense
of humor.
with others so that the students will be active in the teaching and learning process.
Starting a teaching and learning process with a game also has good function to
Snake and Ladder Board game is one of interesting games that can be used
in teaching vocabulary. Snake and ladder Board game not only enjoyable game, but
also facilities the students to learn about counting, life interaction and socialization.
In this game, implicitly the senior high school students can learn about up and down
in life or about joys and troubles Based on that reason the researcher decided to
develop the snake and ladder board game so that it can be used as a media to build
and reinforce student’s vocabulary mastery at first grade senior high school as well
as develop their ability to socialize with their friends by playing and working
A board game for snake and ladder game is with squares measuring 10 x 10
(Nachiappan et al., 2014:220). Squares on the board are counted starting with the
number 1, which is from the bottom left corner up to number 10 in the lower right
corner, from right to left starting number 11 on the second lineuntil number 20 and so
on until the number 100 in the upper left corner. The parcels have pictures with a
message and deed. Order or good deed will usually via a ladder to reach the higher
box while bad deeds will recoil into the lower compartment through the snake. Hence,
the next part is the detail information about the procedure of using snake and ladder
METHOD
This design is selected due to this present study requires a concrete evidence
whether Snake and Ladder Board Game can enhance students’ vocabulary mastery
in senior high school or not A “population” consists of all the subjects you want to
2010:148). This research equipped cluster sampling because this is referred to the
unit chosen that is not an individual but, rather, a group of the last sampling is
systematic, this sampling differs from simple random sampling in that the various
choices are not independent. Among those mentioned sampling technique, the
population of this study is the all of the first year students of SMA Muhammadiyah 1
Malang while the samples are taken from two different classes, those are X-1
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(experimental group) and -2 (control group). In this case, those classes will be
ways of teaching. This population and samples are selected because students at
senior high school grade especially in the first year are ordinarily less capable in
mastering English vocabulary. The instrument in this study is used to collect the
data. In this study the instruments used are pre-test, treatment, and post-test. Those
between the means of experimental and control group. The process of t-test is
The pre-test was given to both experimental and control group before the
researcher applied the treatment. Then, the result of the pre-test was counted using
SPSS 17. Below are the results of the pre-test in both experimental and control
group.
(Experimental (Control
Group) Group)
N 20 20
Means 47 73
Minimum 30 60
Maximum 60 90
Variabel F Sig.
Pre-test
1,393 0,245
Based on the above table, it can be seen that the data from those two classes
were the same, which were 20. In the above table shows that the mean score of X-
IPS-II class was higher than the mean of X-IPS I class, in which it was 73 and 47.
Thus, it can be concluded that the pre-test score in X-IPS-II was higher than the pre-
(Experimental (Control
Group) Group)
N 22 20
Minimum 50 50
Maximum 100 90
The above tables show that the total data between X-IPS-1 and X-IPS-2 were
different; X-IPS-1 was 22 while X-IPS-II was 20. The mean score of X-IPS-I was
higher than the mean score of X-IPS-II, in which it was 91, 8182 for X-IPS-I and 81,
5 for X-IPS-II. Thus, it can be concluded that the post-test score in X-IPS-I was
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The samples were X-IPS-I and X-IPS-II. Before the T-test was conducted, the
T-test.
Pre-test Data
Homogeneity Testing
In testing the homogeneity, the hypothesis used was the variant which comes
from two classes that were the same (homogeneity) and the alternative hypothesis was
the variants which come from two classes that were not the same. This data can be
Variabel F Sig.
Based on table above it can be seen that the value of sig was 0,245. This score
was higher than 0.05. Thus, it can be concluded that the variant data was
H0: There was no difference between the mean score of the pre-test in X-IPS-I and
X-IPS-II
Ha: There was a difference between the means score of the pre-test in X-IPS-I and
X-IPS-II
If the score of sig. was less than 0.05, then there was a difference in both the
mean score of pre-test. The Sig. score was attached in the table below:
Based on the above table, it shows that the Sig. score was lower than 0,05. It
means that there was a difference in the mean score of the X-IPS-I and X-IPS-II.
Post-test Data
1. Homogeneity Test
In testing the homogeneity, the hypothesis used was the variant which comes
from two classes that were the same (homogeneity) and the alternative hypothesis was
the variants which come from two classes that were not the same. This data can be
Variabel F Sig.
Related to the above table, it can be seen that the score of sig was 0.701. This
score was higher than 0.05. Thus, it can be concluded that the variant data was
H0: There was no difference between the mean score of the pre-test in X-IPS-I and
X-IPS-II
Ha: There was a difference between the means score of the pre-test in X-IPS-I and X-
IPS-II
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If the score of Sig. was less than 0.05, then there was a difference in both pre-test
mean score. Thus, the Sig. score was attached in the table below:
Variabel T Sig.
In line with the above table, it shows that the score of Sig. was less than 0,005
in which it means that there was a difference towards the post-test score of X-IPS-I
and X-IPS-II.
In accordance with the above data, it can be concluded that H0 was rejected and
Ha was accepted. This means that there was a difference between the mean of pre-test
and post-test of both experimental and control group. The mean score of X-IPS-1 was
91,8182 while X-IPS-2 was 81,5. It means that the mean score of X-IPS-I was higher
than the X-IPS-II. Thus, based on the independent sample test above, it can be
concluded that teaching vocabulary through snake and ladder board game could
4.2 Discussion
In accordance with the previous analysis above, the researcher found that
teaching vocabulary through snake and ladder board game could improve students’
vocabulary mastery in the first grade of senior high school. It was proven by the
significant differences toward the average scores of the pre-test and post-test in both
experimental and control group. The mean score of pre-test of experimental group
was 47 while the control group was 73. Otherwise, the score of post-test of
experimental group was increase up to 91,8182 and 11,367 for the control group. In
this case, it can be seen that the experimental group which is X-IPS-I was gained a
higher score than the control group after its class was being treated by using snake
and ladder board game. It means that there was a significant change towards the
vocabulary mastery of the tenth grade of senior high school after the implementation
The findings of this research were also in line with the explanation of Astri
(2016:37), snake and ladder board game can be beneficial for language learning in
which they are normally designed in accordance with real life activities. This game
offers the students with an opportunity to exercise real and meaningful language
context while interacting in the game with others involved. For instance: the students
were asked to answer the question card which were they gained from the board of
snake and ladder game, then they have to answer the question inside the question card
what was the English version of that vocabulary. In this case, they researcher takes
“things around school” as the theme in order to give them the real things which exist
around them to be taught, then after answering the question, the students should make
a sentence related to the vocabulary they had been translated. In this case the students
learn to put the vocabulary in the precise sentence in order to make a meaningful
sentence related to the vocabulary itself. Thus, in this game the students have an
opportunity to explore their knowledge to the real life and also express their
knowledge which were they gained from the teacher in the previous meeting to
answer the question card. In this game the students also could interact with others if
they found the difficulty to answer the question. Another supporting research was
conducted by Wright et al. (2006:4), to minimize the difficulty it is essential that the
learners be familiar with the game in their own language. That is why in this research
the researcher teaches snake and ladder board game with “things around school” as
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the theme in order to make the students exploring things around them with their own
language.
were highly motivate the students to learn the subject because the games itself were
amusing, interesting and also give more opportunity to the students to express and
explore their feelings with their own language. As noted by Halimah (2012:114),
games are often much opportunity for the learner to practice and repeat the sentence
patterns and vocabulary. This means that teaching by using games could help the
teachers to transfer the knowledge to the students easier and create an active
environment through the game. In this case, snake and ladder board game was an
example of game which can be used to teach English especially vocabulary because
this game was served in colorful pictures in which it will attract the students’ interest.
concludes that snake and ladder board game can improve students’ vocabulary
CONCLUSION
The experimental group in this research was X-IPS-1 while the control group
was X-IPS-2. Based on the calculation by using independent sample T-test, the Sig.
score was less than 0,05 in which it can be concluded that H0(null hypothesis) was
In conclusion, the hypothesis stated that the students who were taught by using
snake and ladder board game reaped better skill in mastering English vocabulary than
those who were not taught by using snake and ladder board game. Accordingly, in
accordance with the above explanation, it can be concluded that snake and ladder
Wright, A., Betteridge, D., & Buckby, M. 2006. Games for Language
Learning. Cambridge: Cambridge University Press.
Yount, Rick. 2006. Research Design and Statistical Analysis for Christian Ministry
(4th Edition).
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