ENCOURAGING STUDENTS' SELF-CONFIDENCE IN SPEAKING ENGLISH THROUGH SNAKE-LADDER GAME AT SECOND-GRADE STUDENTS OF SMP MUHAMMADIYAH 06 DAU MALANG

Main Author: ERFILAWATI, ST. KURNIA
Format: Thesis NonPeerReviewed Book
Bahasa: eng
Terbitan: , 2017
Subjects:
Online Access: http://eprints.umm.ac.id/37444/1/jiptummpp-gdl-stkurniaer-50536-1-introduc-n.pdf
http://eprints.umm.ac.id/37444/2/jiptummpp-gdl-stkurniaer-50536-2-chapteri.pdf
http://eprints.umm.ac.id/37444/4/jiptummpp-gdl-stkurniaer-50536-3-chapter-i.pdf
http://eprints.umm.ac.id/37444/3/jiptummpp-gdl-stkurniaer-50536-4-chapter-i.pdf
http://eprints.umm.ac.id/37444/
Daftar Isi:
  • The lack of self-confidence will cause some communication problems especially in speaking English. When the learners do not have enough self-confidence, they cannot communicate using English freely and effectively in the class. One of the ways to overcome is by implementing snake-ladder game. It is an interesting medium used for motivating and increasing students' interest in learning process. Those ways can be applied as reinforcement of encouraging students' self-confidence. This Classroom Action Research (CAR) is aimed to encourage students' self-confidence in speaking English at second-grade students of SMP Muhammadiyah 06 Dau, Malang. This study was conducted at SMP Muhammadiyah 06 Dau, Malang. The research subjects of this research were second-grade students of English in Class C which consisted of 30 students. This research was conducted through the following procedures: doing preliminary observation, planning, implementing, observation and reflection. There were two major indicators used as criteria of success in this research. First, since the highest score of questionnaire is 50 point, the students have to achieve score ≥ 35 point. Second, there should be 75% total number of students get score ≥ 35. The data were gathered from speaking-test, observation, questionnaire and interview. After conducting the observation, the result showed that the mean score of students' questionnaire in preliminary study was 24.43 point. In Cycle I, the implementation of snake-ladder game showed the improvement of students' self-confidence. The mean score was 28.13 point, it was not successful because the students who got ≥ 35 point were only 14 students that proven by 56.27 %. Nevertheless, the mean score of Cycle II was 38.67 point, it means the first criterion of success was achieved. Moreover, the students who got ≥ 35 point out of 75% of the total number of students which is calculated as 77.33%. As the result, all criterion of success were achieved. To sum up, the result of Classroom Action Research (CAR) proven that the implementation of snake-ladder game could encourage students' self-confidence in speaking English at second-grade students of SMP Muhammadiyah 06 Dau, Malang.