AoEJ: Academy of Education Journal
Vol. 14 No 2 Tahun 2023
1186
INCREASING THE STUDENTS’ VOCABULARY MASTERY THROUGH
JEOPARDY GAME AT THE EIGHTH GRADE OF SMP NEGERI 1
GUNUNGSITOLI BARAT IN 2022/2023
Angelina Pinta Ria Zebua
1
, Elwin Piarawan Zebua
2
,
Adieli Laoli
3
,
Nursayani Maru’ao
4
1, 2, 3, 4
Undergraduate Thesis, Univeritas Nias
Jl. Yos Sudarso,Ombalata Ulu, Kota Gunungsitoli, Sumatera Utara 22812
1
Email: angelinazebua01@gmail.com
2
Email: elwinzeb@gmail.com
3
Email: laoliadieli65@gmail.com
4
Email: maruao.nursayani@gmail.com
ABSTRAK
Penguasaan kosakata adalah kemampuan menggunakan kata-kata dalam melakukan komunikasi
dan memahami makna kata atau frasa dalam bahasa Inggris. Tujuan dari penelitian ini adalah untuk
Meningkatkan Penguasaan Kosakata Siswa Melalui Permainan Jeopardy di Kelas VIII SMP Negeri
1 Gunungsitoli Barat yang jumlah siswanya adalah 26 orang. Penelitian ini dilakukan dengan
menggunakan desain Penelitian Tindakan Kelas (PTK). Penelitian ini diterapkan dalam dua siklus.
Setiap siklus terdiri dari perencanaan, tindakan, observasi, dan refleksi. Instrumen yang digunakan
peneliti untuk mengumpulkan data adalah lembar observasi, lembar evaluasi, dan catatan lapangan.
Dari hasil setiap Siklus, peneliti menemukan bahwa siswa mendapatkan peningkatan dalam kosa
kata mereka melalui Jeopardy Game. Pada pertemuan kedua siklus II peneliti memperoleh
peningkatan siswa, yaitu, siswa secara keseluruhan mencapai KKM (70).
Kata Kunci: Penguasaan kosa kata, Jeopardy Game, Penelitian Tindakan Kelas
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 CC BY-SA International License.
ABSTRACT
Vocabulary mastery is the ability to use the words in conducting the communication and
understanding the meaning of the words or phrases in English. The purpose of the research is to
Increase the Students’ Vocabulary Mastery Through Jeopardy Game at the Eighth Grade of SMP
Negeri 1 Gunungsitoli Barat which the total numbers of the students was 26 persons. The research
was conducted by using Classroom Action Research (CAR) design. This research was applied into
two cycles. Each cycle consisted of planning, action, observation, and reflection. The instruments
used by the researcher to collect the data were observation sheet, evaluation sheet and field note.
From the result of each Cycle, the researcher finds that the students get an improvement in their
vocabulary through Jeopardy Game. At the second meeting of cycle II the researcher obtained an
increase in students, that students overall reached MCC (70).
Keywords : Vocabulary Mastery, Jeopardy Game, CAR
INTRODUCTION
Vocabulary was the basic foundation in learning a language. Vocabulary always
takes part in every aspect of language in the world. Vocabulary was a word that expressed
a wide meaning. There were 4 aspects of skill in English, namely: speaking, writing,
listening and reading. Before studying the four aspects of these skills, vocabulary was the