Binder 1
Binder 1
INTRODUCTION
In this chapter, the researcher provides the introduction of the paper which
includes the background of the research, research question, the objectives of the
research, the significances of the research, the definition of key terms and the
and learning process in Indonesia. Teaching activities that formerly takes place in
the classroom, change to online learning. The teacher and students interact
Vocabulary plays a key role in learning second or foreign language. It affects the
also hard for them to interact with the other people whether in spoken or in written
form. This is in line with Wallace (2015) who says that vocabulary is crucial
because a lack of vocabulary results in various issues with listening and speaking
language.
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the teachers to use a varied activities that make the learning process more
games. Hangman game is a version of the game by guessing the classic letters. In
this game, the students will be shown a group of random letters that match a
certain word or phrase and they have to guess what the letters are. Wirawan
(2013: 17) says that there are some advantages of using Hangman game in
teaching vocabualry. It can create fun teaching and learning atmosphere. It can be
used in a variety of settings, and it is useful for teaching and revising spelling
words. Moreover, Ward (cited in Bunga, 2013: 2) asserts that hangman is a great
(2019) found that Hangman game could help students in improving their
vocabulary mastery. The second study was conducted by Evi (2017). The
researcher found that Hangman game helped the students to master vocabulary
to find out the students’ response and difficulties in learning vocabulary using
Hangman game.
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B. Research Questions
There are four research questions in this research. They are as follows:
game?
2. What are teacher’s and students’ responses to the use of Hangman games in
teaching vocabulary?
4. What are the students’ and teacher’s obstacle in using Hangman game?
The objectives of the study have a direct connection to the research questions :
Hangman game.
2. To find out the teacher’s and students’ responses to the use of Hangman games
in teaching vocabulary.
Hangman game.
High School. The participants are students in class X which consist of 30 students.
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The results of this study are expected to provide benefits and contributions to the
1.Theoretically
teaching through Hangman games, but also about the responses, motivations and
2. Pedagogically
The results of this study can be a reference for teachers in teaching, especially in
teaching vocabulary. The teachers can use the new method in vocabulary
teaching.
3. Learning Process
This research is able to provide the latest way in vocabulary learning using
Hangman that has never been applied in vocabulary learning before. Learning
vocabulary in English because this learning through games is not too boring for
student.
1.Teaching
2. Vocabulary
3. Hangman Game
The Hangman game is a variation on the popular guessing game. In this game,
players are presented with a group of random letters that correspond to a specific
word or phrase, and they must guess the letters in order to reveal the hidden word.
procedure, subject of the research, research instruments, data collection, and data
analysis
4. Chapter IV: Result and discussion. In this chapter, the researcher presents the
LITERATURE REVIEW
This chapter discusses some relevant theories related to this research. They are:
Vocabulary and Hangman game. Previous studies are also discussed as the
A. Vocabulary
1. Definition
enables learners to acquire a large number of words that they may apply to a
that are specific to a given environment, topic, trade, or subculture. Teachers can
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2. Kind of Vocabulary
There are two functions of vocabulary: function words and content words.
a.Function words
Function words are uninflected words that conduct a grammatical function but it
2020).
2020).
b. Content words
Content words convey the most critical information. Function words serve as the
glue that holds those words together (Pijarnsarid & Kongkaew, 2017). According
2) Main verb. It is a verb with its own meaning, a verb that is not an auxiliary
verb.
noun or pronoun.
phrase, or a clause.
Based on theory above, it can be said that vocabulary is kind of words which
include part of speech such a noun, main verb, adjective, adverb, article,
B. Teaching Vocabulary
Based on Penny (1996), there are numerous methods for teaching vocabulary
including:
c) Illustrations (hyponyms)
f) Similar words
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However, there are numerous methods and concepts for teaching new vocabulary
items. On the other hand, Schmitt (2014) contends that "there is no "proper" or
will be determined by the type of kid, the words used, the school structure and
As a result, the teacher must be judicious in selecting the best strategy for
introducing new vocabulary that is appropriate for the children needs and the
curriculum.
C. Hangman Game
1. Definition
The hangman game is a guessing game. In this game, players are presented
with a group of random letters that belong to a specific word or phrase, and they
must identify the letters in order to uncover the secret word. Hangman games have
thousands of terms and phrases that are given randomly each time it is being
chance to explore words and improve students’ spelling skill. (Tanjung et al.,
2019).
Additionally, Coles (2012) notes that Hangman Game is a fun game that students
may play in class to help them improve their vocabulary abilities, as it can be
played on the board, at their table, or even on the smart board. The Hangman
Game is a guessing game in which players are given a secret word and a limited
number of guesses (Parkin, 2005: 37). The word to guess is contained within a
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group of lines representing each letter of the word. English words such as names,
locations, and brands are not permitted in the most of types. Additionally, slang
words, often known as informal or simplified terms, are disallowed. When the
guessing player proposes a letter that occurs in the word, the other player types it
in all of its appropriate placements. If the suggested letter or number does not
occur in the phrase, the other player creates a tally mark by drawing one of the
Hangman is a very simple type of drawing made of lines and dots, and is often
decorated with details such as eyes, mouth or hair. Hands, feet and all represented
by straight lines.
First the students will see a list of selected topics and will choose one of the
categories from the list, for example choosing the animal category, the students
have to guess the name of animal by selecting the letters shown. If the students are
able to guess the word correctly, a picture of the animal will appear along with the
name or word. But if the students continue to choose the wrong word, what
happens is the Hangman does not survive the gallows. Then the students’ task is
to guess the word as fast as possible according to the number of words requested
Hangman is a simple but enjoyable game. Students can play it in class, and it
a. By using the Hangman Game, teachers can make learning vocabulary enjoyable
b. Hangman is a game that can be adapted by people of all ages and played in a
variety of situations.
c. Hangman is not only more collaborative than other rote learning approaches for
d. Hangman is a fun way to teach and learn spelling words. On the other hand,
disadvantages have been discovered. According to Hung and Young (2007), the
Hangman Game is relevant to coincidence and does not accurately assess students'
D. WhatsApp
service that allows users to send information in a number of media formats such
as text, image, video, and voice communications (Church & de Oliveira, 2013). It
is a free, simple, quick, and handy personal form of communication. Users can
now send each other image, video, and audio communications in addition to text
messages. WhatsApp allows its users to send messages to one another over their
practically every model. It is a free messenger program that works across many
platforms such as iPhone and Android phones, and it is frequently used among
college students to send multimedia messages such as photos, videos, and audios
accessible in real time, and sharing that information via technology is both rapid
because it uses the same internet data plan that is used for email or web
browsing.
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and integrates with users' address books, the user does not need to
There is also emerging evidence that these Apps have a significant potential to
opportunities to listen to and speak that language in their classroom with their
friends and teacher; however, when they are not, they can extend their
benefit from the growing exercise and experience provided by free knowledge.
E. Previous Studies
To prove that the Hangman Game is effective to use, it can be seen from
Bolak 2019 / 2020 Academic Year) by Tanjung et al. (2019). The goal of this
study was to determine the extent to which the hangman game improves students'
vocabulary mastery in the eighth grade of SMP Negeri 1 Padang Bolak. The
single group pre- and post-test design. The population for this study included all
Year-7 students, totaling 114 students. The cluster random sample technique was
used in this study, and the participants included 26 students. According to the
research data, the strategy could considerably boost students’ vocabularies. It was
indicated that the strategy had a beneficial influence on the students' vocabulary
knowledge. They were already familiar with the meaning and proper spelling of
The third research was conducted by Kuning & Rohaina (Kuning & Rohaina,
2021). The purpose of this study was to determine the effect of playing the
The fourth study was conducted by Harma et al. (2021). The writers of this
article was interested in discovering how the 9.2 grade students at SMPN 3
Makassar were progressing with their vocabulary acquisition through the use of
the Hangman game. This was a case of action research in the classroom (CAR).
22 students out of 30 were chosen to reflect the population in this study. The vast
The last previous study was conducted by Ramadhani (2020). She asserted that
achievement. According to data analysis, the average pre-test score for the
students was 50,80 in the experiment group and 45,60 in the controlled group. It
was reasonable to assume that students' vocabulary competency had been lacking
outperformed the control class, with a mean post-test score of 74,40 for the
experiment group and 51,40 for the control class. Then, because the test exceeds
the t-table (3,649 > 2,024) and the Symbol. (2 tailed) was 0.001 0.05, Ha was
vocabulary knowledge.
All findings show that the Hangman game has a considerable effect on
research were performed at schools, while this study was carried during the
RESEARCH METHOD
This chapter deals with research methodology, including research design, research
data analysis.
A. Research Method
people's lives, histories, behaviors, ideas or events, and social problems. Thus, the
broad impression from the subjects; the objective is to investigate, interpret, and
describe a situation.
B. Research Design
research design is plans and the procedures for research to detailed methods of
data collection and analysis. The design of this research was descriptive. The
descriptive method was implemented because the data analysis was presented
descriptively. Ary (2010) states that the qualitative inquirer deals with data that
are in the form of words or pictures rather than numbers and statistics.
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This research was conducted in one of the Senior High School in Cianjur. The
participants were 30 of 10th grade students and an English teacher. The 10th
grade of students Senior High School was chosen because they had the
characteristics that matched the problem in the research background. They lacked
vocabulary which caused them to not understand what was being explained by the
teacher. With the Hangman Game, it was hoped that students could be motivated
in learning English vocabulary so that students could understand what the teacher
which means she became a model teacher which found out the implementation of
Hangman Game learning on the link that has been shared via WhatsApp .
D. Instrument
documentation
1. Documentation
documents, and the document contains text or words and images that have been
document used by the researcher was lesson plan and teaching scripts.
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2. Observation
The observations were made in three meetings during the learning process.
research used observation sheet that was adapted from Satriani (2016). The key
points seen throughout the observation activities were the students' participation,
their grasp and comprehension of the topic, their challenges, and their capacity to
3. Questionnaire
a respondent in order for them to express their opinion. In this research, the
questionnaire was adapted from Muhlisin (2018). There were four indicators of
was to see the students’ opinion as well as their feeling during the teaching
and open-ended questionnaire about the difficulties students faced during the
learning process.
4. Test
Riduwan and Akdon (2006) define test as a series of questions or exercises used
individual or group. In this study, there was a test uploaded on the Google Form
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as media for test. Students should fill the test on the Google Form. This test was
1. Preparation Stage
At the stage of research preparation for teaching reading comprehension using the
Hangman Game, the researcher created a lesson plan based on the syllabus in the
Descriptive text. A lesson plans for three meetings was prepared, and the
researcher also prepared learning scenarios that would guide the researcher in
teaching reading in the classroom. The researcher then created two types of
observation sheets, one for the researcher as teacher who taught in class and the
other for accompanying teachers who observed the learning process in class. The
researcher also created a questionnaire with two types of questions: ten closed-
ended questions and open-ended questions. Then the researcher prepared test for
students to complete.
2. Implementation Stage
The researcher's prepared lesson plans and learning scenarios were followed
during the research implementation stage. The test was done at the third meeting.
using Hangman game and to answer the third Research question about students’
learning process was in accordance with the learning plan and learning scenario.
when the learning process was completed, or at the third meeting. The researcher
Questionnaires.
3. Evaluation Stage
The researcher collected data from each research instruments during the
three meetings, the researcher was able to determine the teacher's reactions to
The process of data analysis fell into three major phases following the framework
are, data reduction, data display and conclusion drawing and verification.
1. Data reduction
and transforming the data. In reducing the data, the researcher chose which
2. Data Display
Data display is the second phrase in Miles and Huberman’s model of qualitative
information that permits for conclusion drawing. The researcher displayed the
data that have been reduced in order to facilitate for data interpretation.
Conclusion drawing involves stepping back to consider what analyzed data mean
and to assess their implication for the research question. In this phase, the
This chapter gives detail information about the results and discussion of the
data were gained from the instruments mentioned in the previous chapter.
A. Results
In this section, the researcher presents the results of the research. The results
answer four questions about the research. The first is about teaching scenario and
is about the responses of teacher and students about teaching vocabulary through
vocabulary learning using the Hangman game. Fourth, it is about the obstacles of
Hangman Game
The researcher employed a scenario to confirm that the learning process was
adequate and the objectives were met. The scenario was designed for three
meetings. Hangman game was used in teaching process. Then, during the activity,
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through Hangman games. The first meeting scenario was designed to explain the
Hangman game and how to play it. One type of English part of speech was also
Table 4. 1
T : Bagus, jawabanya
betul ya anak-anak.
Tapi Miss lengkapi
jawabanya. Jadi
seperti ini ….
Table 4.1 showed that in the opening activities, the teacher greeted students.
She checked the student attendance before starting learning. In the core activity,
the teacher explained the adjective and the Hangman game and how to play it.
Then, the students played the game. At the end, the teacher allowed students
to ask.
The scenario of the first meeting was implemented on December 6th, 2021.
Itwas divided into three stages of the teaching process: pre-activity, main activity,
and post-activity.
1) Pre-Activity
In starting the class, the teacher greeted the students in the WhatsApp
group. The teacher then checked the students’ readiness to learn. After she was
sure the students were ready, she opened the class by checking their attendance
Figure 4. 1.
descriptive text. She asked several questions related to descriptive text. She tried to
re-explain it as some students have not yet understood that. She also showed the
picture of Daniel Radcliffe and tried to explain his physical appearances, such as
eyes, hair, and skin color. She also emphasized that an adjective should be used in
2) Main Activity
In the main activity, the teacher applied the stages of discovery learning.
In the stimulation stage, the teacher asked the students to describe the physical
appearance of a Korean actor named Do Kyung Soo. Almost all students could
describe Do Kyung. This can be seen from the response of students who could
answer the teacher's questions. Then, the teacher explained the Hangman game
and how to play it. In problem statement stage, after the students got the
https://www.gamestolearnenglish.com/Hangman/#user/fg/17/risadn24/adjective.
Figure 4. 2.
In data collection and processing stage, the teacher ensured the students
could play the game. In this stage, she checked whether or not the students had
completed answering the questions on the games. She also asked whether or not
Figure 4.3
Hangman Game Activity
score and submit it to the Whatsapp group. Thus, the teacher could know who got
good and bad scores. The results show that most of the students could answer the
questions well. It can be seen from the students’ scores. In addition, students were
very enthusiastic when learning by Hangman games. After that, the teacher
stage, she instructed the students to summarize the material they learned at today’s
3) Post-Activity
Whatsapp Group by typing the name. It was for attendance. After that, she closed
the lesson by praying and greeting questions and made conclusions about today's
1.2.1 Scenario
The scenario for the second meeting was to review descriptive literature.
In this part, students mainly characterized and highlighted some of the languages
they discovered by emphasizing adjectives. The detail of the scenarios can be seen
in table 4.2
Table 4.2
The Teaching Scenario of the Second Meeting
Sintaksis 1 Memberikan
Stimulus
Guru menstimulus peserta
didik agar termotivasi dan
bersemangat dalam menggali
Kegiatan Inti materi yang sedang dipelajari
dengan cara memperlihatkan
foto/gambar tokoh musik
Indonesia Afgan.
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belajar sambil
bermain
Sintaksis 2 Identifikasi menggunakan
Masalah permainan
Peserta didik diberi intruksi Hangman. Baik
untuk mengidentifikasi dan mengawali
mencari kata yang sesuai pembahasan hari
dengan penggambaran tokoh ini Miss punya
pada gambar yang foto/gambar
diperlihatkan melalui tentang salah
permainan Hangman. satu yokoh
penyanyi yang
sangat terkenal
di Indonesia.
Apakah ada
yang mengenal
penyanyi ini
Sintaksis 3 Mengumpulkan (Guru
Data dan Informasi memperlihatkan
Peserta peserta didik mulai gambar/foto
bermain permain Hangman penyanyi
berkaitan dengan materi yang terkenal di
sedang dipelajari. Indonesia).
S : Iya Miss, tau tau
kita tauT : Bagus,
Sintaksis 4 Mengolah Data kira-kira dari
Setelah peserta didik gambar yang
memainkan permainan Miss berikan
Hangman dan mengirimkan coba
hasil screenshot melalui deskripsikan
Whatsapp peserta didik sosok yangada
memeriksa kembali dan
dalam
mendiskusikan jawaban
gambar/foto
mereka melalui grup
tersebut.
Whatsapp.
S : Saya Miss
Sintaksis 5 Verifikasi T : Bagus, silahkan
Apabila terdapat materi atau
bagian yang sangat sulit guru
membantu peserta didik T: Ok students,
dalam memverifikasi dan setelah tadi Miss
menjelaskan materi materi perlihatkan
tersebut terutama mengenai gambar/foto
materi tentang adjective. tentang penyanyi
terkenal di
Indonesia,
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sekarang kalian
Sintaksis 6 Menyimpulkan identifikasi dan
Peserta didik bersama guru cari kata yang
menyimpulkan materi dan sesuai dengan
hasil pembelajaran penggambaran
melalui Whatsapp tokoh pada
gambar/fotoyang
sebelumnya Miss
perlihatkan!
S: Baik Miss.
T : Bagaimana anak-
anak?
Seru tidak
belajar
sambil
bermain
menggunakan
games
Hangman?
S: Seru Bu
T : Bagus anak-
anak.
Dikarenakan
kita belajar
sambil bermain
dengan
pertanyaan dan
soal yang Miss
berikanmelalui
games
Hangman
apakah dapat
kalian kerjakan
semua? Or do
you haveany
questions?
Apabilaada soal
dan pertanyaan
yang belum
kalian pahami
silahkan
ditanyakan agar
kita diskusikan
bersama- sama.
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In the pre-activity, the teacher greeted students via WhatsApp and checked
their attendance. Then, she conveyed the today's lesson. In main activity, the
teacher implied the stages of discovery learning. The teacher gave an example of a
photo of a singer and then described it while students participated and learned
play the Hangman game again to saw if there was an improvement from the
previous meeting. The teacher gave a task to find out ten adjectives words with
their meaning in English. Then the teacher gave some time for students to ask
questions via Whatsapp. After that, the teacher closed the lesson by concluding
the lesson.
from 9-10 A.M. Similar to the first meeting, there were pre-activity, main activity,
and post-activity.
1) Pre-Activity
In starting the class, the teacher greeted the students in the Whatsapp group.
The teacher then checked the students’ readiness to learn. After she was sure the
students were ready, she opened the class by asking the students to pray. She then a
2) Main Activity
the stimulation stage activity, the teacher gave a picture of an Indonesian singer.
After that, in the problem statement stage, the students were asked to describe the
picture. The students should find the adjective words on the picture. In data
collection and data processing stage, the students played the Hangman Game as
usual. The teacher ensured the students could play the game. She also checked
whether or not the students had completed answering the questions on the games.
She also asked whether or not there was an instruction that the students did not
comprehend.
Figure 4.4
Activity in the Second Meeting
score and submit it to the WhatsApp group. She then discussed the answer of the
summarize the material they learned at today’s meeting. She also added some
feedback.
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3) Post Activity
In the post-activity, the teacher checked whether or not the students had
students did not find any difficulty in understanding the material. After that, the
teacher asked the students to leave a comment on WhatsApp Group by typing the
name. It was for attendance. Shen then closed the lessonby praying and greeting.
1.3.1 Scenario
The learning scenario for the third meeting was to give the students test in
order to find out their difficulties in learning vocabulary by using Hangman game.
Table 4. 3
T : Untuk memastikan
Sintaksis 2 Identifikasi pemahaman kalian
Masalah mengenai word class
Peserta didik melakukan review adjective silahkan review
dan mengamati kembali dan baca terlebih dahulu
catatan mengenai materi word catatan kalian ya, kemudian
class adjective yang telah mainkan Hangman yang
dibahasa dan dipelajari pada terakhir untuk melihat
pertemeuan-pertemuan kemampuan kalian dalam
sebelumnya. mengingat kataadjective
tersebut.
Sintaksis 3 Mengumpulkan
Data dan Informasi T : Bagaimana anak-anak
Peserta didik bertanya apakah semua materi
mengenai materi dan poin yang mengenai word class
tidak dipahami kepada guru adjective sudah dipahami.
melalui Whatsup dan guru Kalau belum silahkan
menjelaskanya. ditanyakan dalam grup
whatsup ini
S: Saya Miss, tentang …
Sintaksis 4 Mengolah Data
Peserta didik mengerjakan soal T : Baik anak-anak Misssudah
dan evaluasi mengenai kirimkan soal untuk test
vocabulary yang berkaitan dan evaluasi mengenai
dengan word class adjective. word class adjective.
Silahkan dikerjakan ya
S: Siap, Miss
T : Bagaimana anak-anakmudah
kan mengerjakan soal testyang
Sintaksis 5 Verifikasi Miss kirimkan?
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Lamgkah – Script
langkah Kegiatan
Kegiatan
S : Bisa Miss, tapi saya bingung
Apabila terdapat dengan nomer ....
materi atau bagian T : Miss jelaskan ya, jadi
yang sangat sulit saat …..
peserta didik
melaksanakan test dan
evaluasi guru T : Baik anak-anak itu lah
memberikan materi yang kita pelajari
kesempatan untuk hari ini, sebelum kita tutup
bertanya dan apakah ada yang mau
membantu peserta mencoba menyimpulkan
didik dalam materi yang sudah kita
memverifikasi dan pelajari
menjelaskan materi S : Saya mau coba Bu, jadi
materi tersebut. kesimpulan dari materi yang
kita pelajari adalah ……
Sintaksis 6
Menyimpulkan
Like the first and second meetings, the teacher greeted students via
WhatsApp and then checked their attendance. She also asked several questions
related to previous material. In the main-activity, the teacher conducted a test to check
This third meeting was held on 20th September 2021. This was the last
1) Pre-Activity
The teacher opened the class by greeting and led the students to pray. The
teacher also asked how the students’ day was. After that, she checked the students'
2) Main Activity
In the main activity, the teacher uploaded the test link on WhatsApp. The test
used Google Form. The students had 10 minutes for the test.
Figure 4.5
Test Activity and Playing Hangman Game
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3) Post Activity
In the post activity, the teacher asked the students to submit the test. Before
teaching-learning activities were done, she gave a link for the students to be filled out.
The link was a questionnaire that was aimed to find out the students’ response to the
Figure 4.6
Questionnaire for Students
was adapted from Muhlisin (2018). There are four indicators of response: attention,
Satisfactio
n
Attention
20% s
Relevanc
e
Based on the table data above, it can be seen that attention got the highest score
compared to the other response indicators. It got 41%. It was then followed by
confidence (22%), satisfaction (20%) and relevance (17%). The detail description of
Table 4.4
The Students’ Response based on the Questionnaire.
Questions SA A N D SD
Responses
1. Does the learning that has 20 7 3 - -
been implemented using
Attentions WhatsApp media in
Hangman Game learning
make you have a high
willingness to follow the
learning?
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a. Attention
Based on the table data above, it can be concluded that the majority of
students have high motivation and interest in the learning of vocabulary by using
Hangman Game. There were 20 students agreed to the question number 1, indicating
that the methods and media used piqued students' interest and willingness to
participate in the lesson.. There were 18 students strongly agreed and 8 students
agreed about the question number 2. Students were more active on the Hangman
Game learning because they were motivated and excited. On the question number 3,
there were 23 students strongly agreed that by using hangman game, they were easier
to learn vocabulary and WhatsApp as learning media was useful to facilitate the online
learning. On the question number 4, there were 25 students chose strongly agreed and
5 students chose agreed in the questionnaire. This indicated that the learning method
learning.
b. Relevance
WhatsApp and hangman game activity is interesting and easy to use because
most people nowadays use all access online.. In the question number 5, mostof students
were agreed with the statement. There were 25 students strongly agreed and 5 students
were agreed. On the question number 6, most people were neutral with the statement.
There were 5 students agreed, 23 students chose neutral and 2 students strongly
c. Confidence
Based on the data in the table, it is possible to deduce that students had a high
level of confidence in their test. On question number 7, the results showed that 28
students strongly agreed and 2 students agreed with the questions. In the learning
activity, students had high motivation to get achieved. This finding demonstrated how
learning media in learning vocabulary were easy to use and students could improve
their vocabulary knowledge from this activity. There were 28 students strongly
agreed and 2 students agreed that using hangman game improved their vocabulary
knowledge.
d. Satisfaction
According to the table above, there were 21 students strongly agreed and 7
students agreed that they were confidence in expressing their opinions and
commenting to others. The students more courageous to express their opinion when
teaching and learning activities as there were 22 students were strongly agreed and 5
The above findings were in line with the data gained from the open
questionnaire. The results of the open questionnaire showed that hangman game was
very fun because they could find new words that could improve their vocabulary
knowledge. It really made them more active. The students also thought that could find
The questionnaire was given to the teacher after the entire learning process
was carried out. The questionnaire was similar to those given to the students.It
From the attention indicator, the teacher agreed that the learning applied make
the students had a high willingness to take a lesson. However, she was little bit doubt
that the use of Hangman Game could help the students in reducing misunderstanding
when learning vocabulary. Fortunately, she agreed that the use of Hangman Game
In the indicator of relevance, the teacher agreed that the learning method made
learning more fun, interesting, and not boring. She also agreed that the time spent to
learning vocabulary, the students became motivated to get improved their vocabulary
knowledge . Then, the method applied was able to improve their ability to think
critically.
In the satisfaction indicator, the teacher agreed that students felt more valued
when expressing their opinions in online learning situation. She also agreed that
students became bolder in expressing their opinions during the learning process.
From the description above, overall, the teacher has a positive response to the use of
instrument to find the students’ difficulties. The results of the test can be seen below:
Table 4.5
The score of the Test
Students’ Score
Number
1 80
2 80
3 90
4 100
5 70
6 60
7 60
8 50
9 50
10 50
11 70
12 60
13 70
14 70
15 70
16 80
17 70
18 60
19 70
20 60
21 60
22 60
23 60
24 90
25 100
26 80
27 80
28 60
29 80
30 50
47
From the table 4.5 above, it can be seen that in 30 students’ score, there were
the lowest score in test was 30 and the highest was 90. Based on the results of test,
there were some difficulties faced by students. It showed in students’ score table that
many of students got the score below average score minimum (>60) on the test. On
the result of the test, there were four students that got 50. It meant that students still
questionnaires, they said that learning English was difficult, especially in vocabulary
mastery. A students said they were lack of English vocabulary. There were some
words that they did not know themeaning. So, they have to used dictionary to improve
Game
This part explains the obstacle of teacher in teaching and learning vocabulary
using Hangman game, the researcher used field note for the teacher and questionnaire
a. Teacher’s Obstacle
The teacher filled the field notes for three meetings during online learning. In
first meeting, there was no constraints on cost and access when the teacher conducted
the learning process. Here, the teacher had good connectivity and speed to access the
48
WhatsApp Group. About the cost, the teacher already prepared the internet quota
before learning process took a place. In other hand, the teacher had a problem in
technological confidence. Even though WhatsApp was often used, the teacher was
still confused in the first meeting to share the learning material and checked the
In second meeting, the teacher also did not have any obstacles in access and cost
because she stayed in the supportive area, where there was good connectivity and
access to WhatsApp. The cost of data internet was also already prepared by the
teacher before the lesson started. In this meeting, the teacher already knew how to
share the videoscreen and checked the students at the same time. The teacher also used
the smartphone to make sure the learning process with WhatsApp and Hangman
In the last meeting, the teacher had problem with connectivity. She had to look
for a good place to start the lesson and access the WhatsApp. However, the cost of
Table 4.9
b. Students’ Obstacle
The research employed a questionnaire to learn about the barriers that students
face when learning vocabulary through the Hangman game on WhatsApp. The
questionnaire was handed out at the end of the third meeting's lesson. There were nine
closed questions in total, divided into three categories: supportive domain, technical
domain, and affective domain (Sarvestani et al., 2019). There was also an open
Chart 4.2
Result of Students’ Obstacle Questionnaires
Students' Obstacle
90%
80%
70%
60%
50%
40%
30%
Supportive Technical Affective
The lowest proportion was on the supportive domain (60%). The technical
domain was 70% and affective domain was 80%. Infrastructure like quota, internet,
and signal were used in the supportivesector. The students faced challenges with quota
and internet signal in this situation. They also had some difficulty understanding the
lexical information when playing the Hangman game and using Whatsapp as learning
activity platform.
51
The technical because there was 70%. It was about the technologies that were
used in online learning, as well as the state of those tools and the facilities that were
offered. In this scenario, the majority of students owned a smartphone, which was in
good working order. It also supported to the use of Whatsapp and Hangman Game.
The final domain was affective because there was 80%. It has something to do
the content provided. The students were able to comprehend the material in online
platform. They had a good time in the online lesson. Unfortunately, some of them had
The students faced a difficulty in the technological domain, which dealt with
quota and the internet, based on the above outcome. Some students used their
smartphones to address the challenge. They also requested a hotspot from their
parents if they lacked quota and a goodsignal, or they purchased internet quota.
They also removed some unnecessary files to make room for Whatsapp and the
technological. It meant that the students faced difficulties with signal, internet
access, and comprehension of the teacher's subject. Fortunately, they had already
B. Discussions
1. Implementation of Hangman Game in Teaching Vocabulary through
Based on the findings above, learning vocabulary using Hangman Games in high
school students has been carried out well. However, there are some obstacles when
carrying out learning activities, namely regarding signals and quotas and students
interests. To minimize the problem, given an extra time for the students to submit the
assignment can be solution. The teacher also can make the learning activity to be
more creative, or the teacher can contact the students who are less interacted in
learning about the problem may get during he learning. This was also state by Efriana
possible. She also states that the EFL teacher can proactively contact students who
are less active in participating in online learning, and personally contract the parents
of those students.
From the results of the data above regarding vocabulary learning using the
Hangman Game got a good response for students and teachers. This game is less
stressfull for them. It also makes them to be able to utter opinion and feel appreciated.
This game also make the students active and enthusiastic in learning. It also seems to
improve students vocabulary. As Coles (2012) states that Hangman Game is a fun
53
game that students may play in class to help them improve their vocabulary, as it can
From the test results, students still have difficulty when doing the tests given can
be seen from the scores they get. There were four students who scored below the
KKM, the problem was that they still lacked vocabulary that made them not
understand the meaning of the question, the solution was to discuss the problem and
explain the meaning of the question to the teacher. They also encounter obstacles in
this bold learning. For example, 1) they have a limited internet data package to
participate in this online lesson, 2) they have problems logging in to Whatsapp, and
3) some students miss information about the lesson schedule. Because the learning
between instructors and students, parents must choose the proper media for learning
and assessment. But there ware the disadvantages of using Hangman Game. On the
other hand, disadvantages have been discovered. According to Hung and Young
(2007), the Hangman Game is relevant to coincidence and does not accurately assess
students' true ability to learn. To minimize this problem, teachers must be more
competent and have a higher level of responsibility in order to carry out the planned
program. Teachers should cultivate students who are diligent, creative, and
54
In addition, the teacher can add a variety of tasks. such as watching movies, listening
to songs and others to increase their vocabulary. Norris (1993) emphasized that teachers
need to design activities to facilitate the practice of listening skills, based on students'
in their learning.
through Whatsapp
struggled with internet quotas, signal, and comprehending the material presented by
the teacher. The internet and signal would be a minor impediment to the students'
understanding of the course. This is consistent with Khair et al (2022) who assert that
the major challenge in online learning is an unstable connection and the ability to
understand the teacher's materials. As a result, the students solved the problem by
asking their families for hotspots and purchasing internet quotas. They also seek
clarification from the teacher if they do not comprehend the content. As a result, the
Furthermore, the teacher had a connectivity issue. This is consistent with Anggaraeni
(2021), who claims that the Hangman Game on the website had major issues such as
incompatibility. To handle this, the teacher really needs to prepare internet quota with
stable connectivity. But during the current pandemic, the government provides free
quotas that students can use for online learning. the government provides for all
regard.
CHAPTER V
This chapter presents the conclusion and suggestion of the research based on the
A. Conclusions
Based on the results of the research and discussion that have been described in the
run well. Unfortunately, there are several obstacles, namely signals and quotas, then
Then, some students still have difficulty in working on the test that has been given
4. The teacher found several difficulties. First, the teacher felt confused in
distributing material to students. Teachers still feel unfamiliar with the use of
WhatsApp as a learning medium. Second, the teacher did not find a stable internet
connection so he had to move around to find a stable internet connection. And lastly
regarding the results and discussion, the test results on the students were good but
there were four students who scored below the KKM. The lack of vocabulary that
56
57
B. Suggestions
Based on the research findings, the researcher would like to make some
learning activities.
novel media, strategies, and methods to improve teaching and learning. The
the educational activity. Additionally, the teacher should be cognizant of the student's
explanation to ensure that they remain comfortable and enjoy the activity, especially
they have learnt. When they have any difficulties, they may ask the teacher; they
that the learning process is always comfortable and enjoyable. Constantly find out
intelligent and novel methods, approaches, and strategies for improving education in
Indonesia.
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APPENDICES
63
64
TEACHING SCENARIO
Kelas/Semester : X/1(Ganjil)
Hangman game
Pertemuan : 1 (satu)
T : Bagus, jawabanya
betul ya anak-anak.
Tapi Miss lengkapi
jawabanya. Jadi
seperti ini ….
TEACHING SCENARIO
Pertemuan : 2 (Dua)
Sintaksis 5 Verifikasi
Apabila terdapat materi atau
bagian yang sangat sulit guru
membantu peserta didik
dalam memverifikasi dan
menjelaskan materi materi
tersebut terutama mengenai
materi tentang adjective.
T : Bagaimana anak-anak?
Seru tidak belajar
sambil bermain
menggunakan games
Hangman?
S: Seru Bu
T : Bagus anak-anak.
Dikarenakan kita
belajar sambil bermain
dengan pertanyaan dan
soal yang Miss berikan
melalui games
Hangman apakah
dapat kalian kerjakan
semua? Or do you have
any questions? Apabila
ada soal dan
pertanyaan yang belum
kalian pahami silahkan
ditanyakan agar kita
diskusikan bersama-
sama.
S: Yes, Mam, I have a
question about …….
Sintaksis 6 Menyimpulkan T : Ok, sebelum Miss jawab
Peserta didik bersama guru apa ada yang tahu
menyimpulkan materi dan jawaban dari teman
hasil pembelajaran melalui kalian?
75
TEACHING SCENARIO
Hangman Game
Pertemuan : 2 (Dua)
Sintaksis 2 Identifikasi
Masalah T : Untuk memastikan
Peserta didik melakukan review pemahaman kalian
dan mengamati kembali mengenai word class
catatan mengenai materi word adjective silahkan
class adjective yang telah review dan baca
dibahasa dan dipelajari pada terlebih dahulu
pertemeuan-pertemuan catatan kalian ya,
sebelumnya. kemudian mainkan
Hangman yang
terakhir untuk melihat
Sintaksis 3 Mengumpulkan kemampuan kalian
Data dan Informasi dalam mengingat kata
Peserta didik bertanya adjective tersebut.
mengenai materi dan poin yang
tidak dipahami kepada guru
melalui Whatsup dan guru T : Bagaimana anak-anak
menjelaskanya. apakah semua materi
mengenai word class
adjective sudah
Sintaksis 4 Mengolah Data dipahami. Kalau
Peserta didik mengerjakan soal belum silahkan
dan evaluasi mengenai ditanyakan dalam
vocabulary yang berkaitan grup whatsup ini
dengan word class adjective. S: Saya Miss, tentang …
Students’ Response
Questions SA A N D SD
Responses
1. Does the learning that has 20 7 3 - -
been implemented using
WhatsApp media in
Hangman Game learning
make you have a high
willingness to follow the
learning?
2. Does the learning that has 18 8 2 2 -
been done using
Attentions
WhatsApp media in
Hangman Game learning
eliminates the wrong
understanding of the
material you are learning?
3. Does vocabulary teaching 23 6 2 - -
and learning activities
using Hangman Game
assisted WhatsApp media
80
Students' Obstacle
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Supportive Technical Affective
➢ Affective : Feeling
➢ Technical : Media
➢ Supportive : Quota,signal
84
Meeting 1
The students faced some Students ask about learning that they
difficulties on accomplishing the √ do not understand.
task
The students solved the problem Students can solve all problems during
in writing √ learning.
WHILST-ACTIVITY
The students shared their writing Students can only discuss but do not
ACTIVITY
Meeting 2
The students faced some Students ask about learning that they
difficulties on accomplishing the √ do not understand.
task
The students solved the problem Students can solve all problems during
in writing √ learning.
WHILST-ACTIVITY
The students shared their writing Students can only discuss but do not
with friends enthusiastically √ share their answers with their friends.
Meeting 3
The students faced some Students ask about learning that they
difficulties on accomplishing the √ do not understand.
task
The students solved the problem Students can solve all problems during
in writing √ learning.
WHILST-ACTIVITY
The students shared their writing Students can only discuss but do not
with friends enthusiastically √ share their answers with their friends.
Students Response
Questions SA A N D SD
Responses
1. Does the learning that has 20 7 3 - -
been implemented using
WhatsApp media in
Hangman Game learning
make you have a high
willingness to follow the
learning?
2. Does the learning that has 18 8 2 2 -
been done using
Attentions
WhatsApp media in
Hangman Game learning
eliminates the wrong
understanding of the
material you are learning?
3. Does vocabulary teaching 23 6 2 - -
and learning activities
using Hangman Game
assisted WhatsApp media
93
Students’ Score
Number
1 80
2 80
3 90
4 100
5 70
6 60
7 60
8 50
9 50
10 50
11 70
12 60
13 70
14 70
15 70
16 80
17 70
18 60
19 70
20 60
21 60
22 60
23 60
24 90
25 100
26 80
27 80
28 60
29 80
30 50