Hangman Game
Hangman Game
Hangman Game
Abstract
The writer of this study wants to know how the 9.2 grade students at
SMPN 3 Makassar are progressing in their vocabulary learning. This
was a classroom action research (CAR). The participants in this study
were 30 SMPN 3 Makassar 9.2 grade students. In order to represent
the population as a study, 22 students out of 30 were chosen. This
study was performed in one cycle with Hangman Game as the media
for learning vocabulary. The author concluded that in the first cycle,
students' involvement in the learning process improved, as did their
comprehension of vocabulary. and have had success using the
Hangman Game to expand their vocabulary. Aside from that,
Hangman Game was a good media for students in SMPN 3 Makassar
to learn vocabulary because they needed to refresh their minds after
thinking seriously and hardly all day. The majority of students
improved their vocabulary as a result of this result.
Table 1
The Result of Pre Test and
Post Test Students of
SMPN 3 Makassar
No Pre Post
test test
Stud Ma Result Stud Ma Result
ent rk ent rk
1. S1 21 7 S1 24 8
0 0
2. S2 21 7 S2 21 7
0 0
3. S3 20 66,6 S3 22 73,3
4. S4 21 7 S4 25 83,3
0
5. S5 18 6 S5 22 73,3
The mean score
0
of preliminary test was
6. S6 16 53,3 S6 23 76,6
(58,63) and post test
7. S7 17 56,6 S7 24 8
was (76,81). Based on
0
the result, the score of
8. S8 18 6 S8 22 73,3
pre test is categarized
0
as poor ability. The
9. S9 17 56,6 S9 24 8
most error was found
0
in section A that is
10. S10 19 63,3 S10 22 73,3
categorizing words to
11. S11 17 56,6 S11 25 83,3
their group. After
12. S12 18 6 S12 25 83,3
applied the cycle one
0
to the students, the
13. S13 18 6 S13 24 8
writer gave the post
0 0
test which was has the
14. S14 20 66,6 S14 21 7
same questions as the
0 pre test to the students.
15. S15 18 6 S15 24 8 Based on the result,
0 0 the score of post test is
16. S16 17 56,6 S16 27 9 categarized as good. It
0
17. S17 15 5 S17 20 66,6
0
means that the score had achieved the criteria of success and the writer did not
continue to the second and third cycle.
In applying Hangman Game in the classroom, the writer found some problems.
First, this activity was made a class noisy. It was difficult for the writer to manage
the situation. To solve that problem, the writer tried to create the rules that allow the
students in the group to answer and raise their hand. Second, some of students could
not spell the letter correctly. To overcome this problem, the writer tried to remind
the student for spelling the letter in English. Third, the number of students was too
much to play this game, because this game usually played two people or more. To
solve this problem, the writer tried to make them work into group and gave
numbering to play this game.
Based on the result of pre test test showed that 58,63. In applying Hangman
Game the writer divided the class in to groups consists of five students. Then the
writer asked the leader of the group to took the illustrated cards which contained the
secret words to be presented to their group, the writer gave 100 score to each group
and three chance to guessed the secret words. When the group could not guess the
secret word the writer gave minus 50 score and turned to the next group until fifth
group. The group that collected point the most was the winner and the group that
collected point the least was the looser.
After applying Hangman Game the writer gave post test and the score wass
76,81 it increased by 18,18. The implementation of Hangman Game in
SMPN 3 Makassar was succeed to increasing students’ vocabulary because in
implementation of Hangman Game, students were taught about the meaning of the
word, the synonim of the word, categorize words into their group, and apply the
word into sentence which why the result of post test was increased.
Beside that, Hangman Game was a good media for learning vocabulary for
students of ninth grade in SMPN 3 Makassar because they need to refresh their
mind after thinking seriously and hardly all the day. Hangman method was also
help students in memorizing new vocabulary.
System Requirements
a. Hardware:
Processor
- Core 2Due & Motherboard
RAM
- Minimum 1GB or Above
Hard Disk
- Minimum 50GB or Above
b. Software:
Operating System
- Microsoft Windows 7, 8/8.1, 10
SOURCE CODE
//Learnprogramo-programming made simple
#include <iostream>
#include <cstdlib>
#include<ctime>
#include <string>
using namespace std;
int main ()
{
string name;
char letter;
int num_of_wrong_guesses=0;
string word;
string words[] =
{
"india",
"pakistan",
"nepal",
"malaysia",
"philippines",
"australia",
"iran",
"ethiopia",
"oman",
"indonesia"
};
}
if(num_of_wrong_guesses == MAX_TRIES)
{
cout << "\nSorry, you lose...you've been hanged." << endl;
cout << "The word was : " << word << endl;
}
cin.ignore();
cin.get();
return 0;
}
/* Take a one character guess and the secret word, and fill in the
unfinished guessword. Returns number of characters matched.
Also, returns zero if the character is already guessed. */