IMPROVING STUDENTS' VOCABULARY MASTERY THROUGH KIM'S MEMORY GAME AT TENTH GRADE OF SMK NEGERI 7 BANDAR LAMPUNG
DOI:
https://doi.org/10.51878/cendekia.v6i4.15405Keywords:
penguasaan kosakata, Kim's Memory Game, Classroom Action ResearchAbstract
This research was motivated by students' limited vocabulary mastery and low classroom participation, which were associated with conventional vocabulary learning activities. Although previous studies have demonstrated the effectiveness of various vocabulary games, research specifically examining the use of Kim's Memory Game among vocational high school students remains limited. This study aimed to improve students' vocabulary mastery and learning activity through the implementation of Kim's Memory Game among tenth-grade students of SMK Negeri 7 Bandar Lampung in the 2025/2026 academic year. The study employed quantitative and qualitative approaches using a Classroom Action Research (CAR) design conducted in two cycles, with three meetings in each cycle. The participants were 35 students of class X Pharmacy selected using a total sampling technique. Data were collected through vocabulary tests, student activity observation sheets, field notes, and documentation. The test data were analyzed using descriptive statistics by calculating individual scores, the class mean score, and classical completeness, while observation and field-note data were analyzed using descriptive-comparative analysis by comparing the results between cycles. The results showed that students' vocabulary mastery improved, with the mean score increasing from 70.86 in Cycle I to 81.29 in Cycle II. The percentage of students achieving the Minimum Mastery Criterion (KKM) of 75 increased from 43% (15 students) to 86% (30 students). Students' overall learning activity also increased from an average score of 6.29, categorized as Poor, to 7.29, categorized as Sufficient. Therefore, Kim's Memory Game can be used as an interactive alternative for improving students' vocabulary mastery and encouraging active participation in English language learning.
ABSTRAK
Penelitian ini dilatarbelakangi oleh keterbatasan penguasaan kosakata siswa dan kurang aktifnya siswa dalam pembelajaran bahasa Inggris akibat kegiatan pembelajaran yang masih didominasi oleh aktivitas konvensional. Meskipun berbagai penelitian telah menunjukkan efektivitas permainan dalam pembelajaran kosakata, penelitian mengenai penggunaan Kim's Memory Game pada siswa sekolah menengah kejuruan, khususnya dalam konteks pembelajaran bahasa Inggris di kelas X, masih terbatas. Penelitian ini bertujuan untuk meningkatkan penguasaan kosakata dan aktivitas belajar siswa melalui penerapan Kim's Memory Game pada siswa kelas X Farmasi SMK Negeri 7 Bandar Lampung tahun ajaran 2025/2026. Penelitian ini menggunakan pendekatan kuantitatif dan kualitatif dengan desain Classroom Action Research (CAR) yang dilaksanakan dalam dua siklus, dan setiap siklus terdiri atas tiga pertemuan. Subjek penelitian berjumlah 35 siswa yang dipilih menggunakan teknik total sampling. Data dikumpulkan melalui tes kosakata, lembar observasi aktivitas siswa, catatan lapangan, dan dokumentasi. Data tes dianalisis menggunakan statistik deskriptif dengan menghitung skor individual, nilai rata-rata kelas, dan persentase ketuntasan klasikal, sedangkan data observasi dan catatan lapangan dianalisis secara deskriptif-komparatif dengan membandingkan hasil antarsiklus. Hasil penelitian menunjukkan bahwa penguasaan kosakata siswa meningkat dari nilai rata-rata 70,86 pada Siklus I menjadi 81,29 pada Siklus II. Persentase siswa yang mencapai Kriteria Ketuntasan Minimal (KKM) 75 meningkat dari 43% (15 siswa) menjadi 86% (30 siswa). Aktivitas belajar siswa juga meningkat dari skor rata-rata 6,29 dengan kategori kurang menjadi 7,29 dengan kategori cukup. Dengan demikian, penerapan Kim's Memory Game dapat menjadi alternatif pembelajaran yang interaktif untuk meningkatkan penguasaan kosakata dan mendorong aktivitas siswa dalam pembelajaran bahasa Inggris.
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