The Influence of What Am I? Game toward Students’ Speaking Achievement

Yulina Suhardiyati, Muhammad Sukirlan, Ari Nurweni


Penelitian ini bertujuan untuk mencari tahu apakah ada atau tidak peningkatan yang statistik dari pencapaian siswa dalam berbicara setelah siswa diajarkan melalui What Am I? Game. Penelitian ini menggunakan one group pretest-posttest. Penelitian ini melibatkan 30 siswa kelas 8D SMP di Lampung Selatan. Tes berbicara dalam bentuk mendeskripsikan gambar digunakan untuk mengumpulkan data. Hasil menunjukkan bahwa adanya peningkatan yang statistik dari pencapaian siswa dalam berbicara dengan signifikan tingkat 0.05. Sehingga dapat disarankan  bahwa permainan memudahkan siswa untuk meningkatkan pencapaian berbicara mereka.


This research was intended to find out whether or not there is a statistically improvement of students’ speaking achievement after the students were taught through What Am I? Game. The research employed one group pretest-posttest design. The subjects were 30 students of class VIII D senior high school in Southern Lampung. The speaking test in the form of picture description was used to collect the data. The findings revealed that there was a statistically improvement of the students’ speaking achievement with the significant at level 0.05. This suggests that the game facilitates the students to improve their speaking achievement.

Keywords: game, influence, speaking achievement.

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