Enhancing Speaking Skills through Guessing Games: A Study on Descriptive Texts at SMP Sunan Ampel Porong
DOI:
https://doi.org/10.63011/xqkamd21Keywords:
descriptive text, game, guessing game, teaching, speakingAbstract
This study explores the implementation and student responses to integrating guessing games for teaching speaking skills through descriptive texts at SMP Sunan Ampel Porong during the 2018/2019 academic year. Employing a descriptive qualitative approach, the research focused on 7th-grade students. Data were gathered from observations and student responses via questionnaire, with the researcher serving as the primary instrument supported by observation field-notes, checklists, and questionnaires. The findings underscored several significant outcomes: firstly, the guessing game effectively heightened student engagement by fostering a lively learning atmosphere. Secondly, it notably encouraged students to actively participate in English speaking activities, demonstrating an increase in language use and confidence. Thirdly, teachers found the game to be a useful tool for maintaining classroom discipline and managing student behavior. In terms of student feedback, a majority expressed enthusiasm for the guessing game, citing it as both motivating and enjoyable. The implications drawn from these findings are manifold: educators are encouraged to diversify their teaching methodologies to sustain student interest and active involvement in lessons. Students are advised to take a more proactive role in their learning journey, capitalizing on engaging activities like guessing games to enhance language proficiency. Additionally, future research endeavors could explore further applications of guessing games across different facets of English language learning. Overall, this study underscores the potential of guessing games as an effective pedagogical tool for enhancing speaking skills and enriching the educational experience in language classrooms.
References
Anderson, M., & Anderson, K. (1998). Text Type in English III. Sydney: MacMillan.
Anggreyni, D. (2014). Improving Students’ Speaking Skill through Guessing Game Technique at Grade X Selatan Tapanuli Selatan. Jurnal Bahasa, Sastra dan Seni.
Brewster, J., & Ellis, G. (2002). The Primary English Teacher’s Guidance. New Edition. London: Pinguin English.
Brown, D. H. (1994). Teaching by Principles: An Interactive Approach to Language Pedagogy.New Jersey: Prentice Hall.
Cresswell, J. W. (2012). Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research. (4th Ed.). Newy York: Pearson Education, Inc.
Darto, & Arbi, A. P. (2022). Project Based Learning Pada Pembelajaran Bahasa Inggris Smp. Lamongan: Cv. Kamila Press
Dewey, J. (2004). Experience and education. Bandung.
Fatimah, S., Elzamzami, A. B., & Slamet, J. (2020). Item Analysis of Final Test for the 9th Grade Students of SMPN 44 Surabaya in the Academic Year of 2019/2020. JournEEL (Journal of English Education and Literature), 2(1), 34-46.
Fitriana, D. (2012). Improving the Speaking Skills through Guessing Games of the Seventh Grade Students of SMP Muhammadiyah 1 Seyegan Yogyakarta in the Academic Year of 2012/2013. Yogyakarta: Yogyakarta State University.
Harmer, J. (2001). The Practice of English Language Teaching. Malaysia: Longman.
Hidayati, D., Novianti, H., Khansa, M., Slamet, J., & Suryati, N. (2023). Effectiveness project-based learning in ESP class: Viewed from Indonesian students’ learning outcomes. International Journal of Information and Education Technology, 13(3), 558-565.
Klimova, B. F. (2015). Games in the Teaching of English. Procedia - Social and Behavioral Sciences, 191, 1157–1160.
Maqfirah, Y., Fitriani, D. S., & Chairina. (2018). The Use of Guessing Games to Teach Speaking Skill. Research in English and Education (READ), 3(1), 91-99.
Moleong, J. (2010). Metodologi Penelitian Kualitatif. Bandung: PT Remaja Rosdakarya.
Musfa’ah, A., Slamet, J., & Arbi, A. P. (2022). Pelatihan Pembuatan Video Pembelajaran Berbasis KineMaster untuk Pendidik di SDN Petemon X/358 Surabaya. Jurnal Abdidas, 3(4), 748-755.
Ningati, I. I. (2017). Improving Students’ Writing Skill Through Mime Game in Descriptive Tex for the Seventh Grade Students of SMP Negeri 1 Ngemplak in the Academic Year of 2016/2017 (A Classroom Action Research). Surakarta: The State Islamic Institute of Surakarta.
Pardiyono. (2007). Pasti Bisa Teaching Genre-Based Writing. Yogyakarta: C.V. Andi Offset.
Rabbani, N., Vianty, M., & Zuraida. (2016). Using Games to Enhance Speaking Performance of the Seventh Grade Students of SMP Negeri 43 Palembang. Proceedings of the 2nd SULE – IC 2016, FKIP, Unsri, Palembang, 807-821.
Rini, H. S. (2012). Using “Most Names” to Improve Students’ Speaking Skill in Descriptive Text (The Action Research was Done to the Eight/A Grade Students of SMPN 1 Geger Madiun in the Academic Year 2012/2013). Madiun.
Romsi, A., Widodo, J. P., & Slamet, J. (2024). Empowering Slow Learners: Gamification’s Impact on Students’ Engagement and Academic Performance in an LMS for Undergraduate Students. International Journal of Information and Education Technology, 14(2).
Slamet, J. (2020). A Sociolinguistics of Code Mixing and Code Switching Between English and Indonesian Language at STKIP PGRI Sidoarjo. JournEEL (Journal of English Education and Literature), 2(1), 65-77.
Slamet, J., & Fatimah, S. (2022). Quizizz Application-Based English Learning Materials Assessment Instrument Development. In International Conference on Art, Design, Education and Cultural Studies (ICADECS) (Vol. 4, No. 1).
Sugiarto, A. T. (2013). Pronunciation Errors Made by the Fourth Semester Students. Semarang: Dian Nuswantoro University.
Sulistyaningsih. (2016). Games for the Speaking Class. Jurnal Edukasi, 50-58.
Syahara, F. R. (2010). Improvig Students’ Speaking Skill by Using Guessing Game to the Fifth Grade of SDN 04 Kemiri Karanganyar. Karanganyar: Sebelas Maret University.
Widdowson, G. H. (1994). teaching language as communication. Oxford: Oxford University Press.
Widodo, J. P., & Slamet, J. (2021, December). Lecturers’ Perspectives Through E-learning by Using Moodle for Post-Graduate Students at STKIP PGRI Sidoarjo. In International Seminar on Language, Education, and Culture (ISoLEC 2021) (pp. 167-171). Atlantis Press.
Widodo, J. P., Musyarofah, L., & Slamet, J. (2022). Sosialisasi Lms Elsida Pada Mahasiswa Slow Learners Di Stkip Pgri Sidoarjo. Jurnal Abdidas, 3(3), 456-464.
Widodo, J. P., Musyarofah, L., & Slamet, J. (2022). Developing A Moodle-Based Learning Management System (LMS) for Slow Learners. Jurnal Inspirasi Pendidikan, 12(1), 1-10.
Widodo, J. P., Subandowo, M., Musyarofah, L., & Slamet, J. (2023). Interactive gamification-flip-book for developing students’ outcomes. Advances in Mobile Learning Educational Research, 3(2), 754-762. https://doi.org/10.25082/AMLER.2023.02.002






