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Developing The Mystique Game as a Medium for Encouraging Students to Speak English
ADI SASONGKO ROMADHON*
English Education, Language and Art Faculty, State University of Surabaya
Abstract
Speaking is considered as the most difficult skills among others. One of the reasons is the fact that
teachers mostly dominate the class and give only small chance for students to speak. Such teaching
atmosphere makes the student reluctant to learn to speak in English. Today, when ASEAN Economic
Community effectively runs, the ability to speak in English is paramount if one wants to succeed in the
ASEAN job market since English is accepted as the lingua franca among the ASEAN countries. In order to
boost the student eagerness to speak in English, English teacher needs to make some efforts, among others
is by creating appropriate media that can trigger students to speak. This paper aims to describe how The
Mystique, a game intended to make students to speak, was developed. The study used the modified R&D
design proposed by Gall, Gall, and Borg (2003). In addition, a discussion whether the game properly works
in the classroom is also presented.
Keywords: Speaking game, the mystique, research and development
Abstrak
Berbicara dianggap sebagai keterampilan yang paling sulit antara lain. Salah satu alasan adalah fakta
bahwa sebagian besar guru mendominasi dikelas dan hanya memberikan kesempatan kecil kepada siswa
untuk berbicara. Hal tersebut membuat siswa enggan untuk belajar berbicara dalam bahasa Inggris. Hari
ini, ketika masyarakat ekonomi ASEAN efektif berjalan, kemampuan untuk berbicara dalam bahasa
Inggris adalah yang terpenting jika ingin berhasil di pasar kerja ASEAN karena bahasa Inggris diterima
sebagai bahasa penghubung di antara negara-negara ASEAN. Dalam rangka untuk meningkatkan semangat
siswa untuk berbicara dalam bahasa Inggris, guru bahasa Inggris perlu melakukan beberapa upaya, antara
lain adalah dengan menciptakan media yang tepat yang dapat memicu siswa untuk berbicara. Makalah ini
bertujuan untuk menjelaskan bagaimana permainan "The Mystique", yang dirancang untuk membuat siswa
berbicara bahasa Inggris, dikembangkan. Penelitian ini menggunakan desain penelitian pengembangan
oleh Gall, Gall, dan Borg (2003) yang dimodifikasi. Selain itu, diskusi apakah permainan benar bekerja di
kelas juga disajikan.
Kata Kunci: Permainan berbicara, the mystique, penelitian pengembangan
INTRODUCTION
Developing The Mystique Game as a Medium for Encouraging Students to Speak English
completing the development of the game in this study,
some steps were omitted and some were merged since
they could be done in the same process. Therefore, the
modification R & D steps taken were (1) conducting
instructional analysis and analyzing learners and context,
(2) writing performance objectives, (3) developing
preliminary form of product, (4) material and media
expert validation, (5) conducting formative evaluation of
the product, (6) revising the product, (7) conducting
summative evaluation of the product, and (8) producing
the final product.
In developing the game, three experts, consist of two
material experts and one media expert, were invited to
validate the appropriateness of the game, in order that the
game could be properly used in as a medium to teach
speaking. The two material experts who validated the
material of the game were both English teacher of two
senior high schools in Sidoarjo. Meanwhile, the media
expert who validated the layout and design of the game
was a graphic design lecturer of State University of
Surabaya. In completing the development of the product,
two evaluations for the developed game were designed
and conducted. The first one was formative evaluation,
which involved 8 tenth graders of SMA Negeri 1 Taman,
who were randomly chosen for following the interview
section. The other one was summative evaluation which
involved 16 tenth graders, who were also randomly
chosen to follow the interview section.
There were three instruments, i.e., questionnaire,
observation checklist, and interview guidelines, that were
used to collect the data needed for this study. The type of
questionnaire was semi-structured type, which was
designed for both material and media experts. However,
the aim of the questionnaire given to both experts were
different. The questionnaire for material expert aimed to
validate the appropriateness of any English material of the
game, such as the relevancy of the narrative texts
included, the appropriateness of the narrative text
explanations, and the relevancy of the language level used
in the game and tenth graders English proficiency. In
contrast, the questionnaire given to the media experts
aimed to validate the design and layout of the game, such
as the design of the board, cards, dice, and the packaging,
the appropriate font type and size, so it could be properly
used for teaching students. Besides, observation checklist
was also used during the evaluation process to see the
effects of the game to the students and the error of the
game, so it could be revised then. Additionally, the
interview was also done to both the students and the
teacher, to see their response and opinion toward the
game.
To analyze the data, a qualitative approach was
employed. All of the data were analyzed based on the
order of the steps taken in this study. Firstly, the data from
material and media expert questionnaires were analyzed to
revise the material and the design of the product. Then,
the data gathered from observation and interview were
also analyzed to see the effect of the game and the
response of the students toward the game.
FINDINGS AND DISCUSSION
(1) Conducting Instructional Analysis and Analysing
Learners and Context
In order to formulate the instructional objectives,
analysis on KD of English syllabus for the tenth grader
was made. From the analysis, the researcher concluded
that the kind of narrative text that should be learned by the
students was short local legends. Analysis on the textbook
provided for the Curriculum also showed that the
materials were mostly of the conventional ones in which
students should do question and answer activities, do
grammar exercises, and read texts and answer questions
based on the texts.
A preliminary observation was also done to analyze
the learners characteristics and environment. The result
was that the students needed an activity that could help
them learning speaking English. During the observation,
most of the activity only required the students to receive
what the teacher delivered. As a result, only few students
dominated and most of them preferred to keep quiet.
(2) Writing Performance Objectives
The findings from the preliminary observation in the
previous step the skill involved in the product was
speaking skill dealing with narrative text. Hence, by using
the developed product in this study, it was hoped that the
students were engaged to speak narrative text, by being
able to understand the sequence of a story in narrative
text. Because the game was intended to help the tenth
graders willing to learn and produce narrative texts orally,
the objectives formulated were (1) the students are able to
explain the characteristics of narrative text to their friends,
(2) the students are able to answer questions provided
about the characteristics of narrative text (3) the students
are able to rearrange a scrambled narrative text into
correct order and read it out loud. Additionally, some
questionnaires that were used for the expert validations
had also been made in Appendix 1, which purposes were
to check if the game was appropriate for the students or
not.
(3) Developing Preliminary Form of Product
Based on the formulated objectives it was then
decided that the game developed was the Mystique, a
game in which the students had to play in a group with the
peers. The game was intended to make the students learn
English in a more natural situation since in the game they
had to interact with their friends in order to win it. It
the Mystique game, there was only one dice used. The
dice was used to decide when the player pawn would land.
Moreover, the game used the term Base Card instead of
Town Card, since it represented the players base instead
of town. The game itself could be played up to four
students to make the game applicable fully. However, it
was still possible if the game played by two or three
students.
(4) Material and Media Expert Validation
Based on the data gathered from the questionnaire
distributed to the material experts, it could be seen that the
game basically could be a good medium for teaching
students speaking. Both of the material experts mentioned
that the game was considered uncomplicated for the
students to play. In fact, the game could basically help
teacher to engage the involvement of students in learning
English in the classroom. The instruction or the game
rules were clearly defined. However, some phrases or
vocabularies needed to be simplified so it could be easily
understood by students. Moreover, the narrative texts
chosen in the game were appropriate, they suited with the
syllabus of Curriculum 2013. One material expert also
added that the language level dealing with narrative text
was suited well for students, so the whole material about
narrative text could be understood by students. However,
in terms of the narrative texts chosen for the base cards, it
was recommended that the stories were the ones which
were less popular in order that the students would be
curious when reading the story. That is why the story of
Tangkuban Perahu, Malin Kundang, and Roro Jonggrang,
the popular ones, were substituted by Keong Mas, Kebo
Iwa, and Lutung Kasarung.
Meanwhile, the review made by the media expert was
to judge the product in term of its design, layout, and
appearance. Based on the questionnaire distributed to the
media expert, he mentioned that the idea of making the
kind of game was good. The whole concept of the game
were basically engaging and educating for students.
However, some modifications needed to be done to make
the product appropriate for classroom use. Most of the
modification and adjustment focused on the game board,
since it was the vital point of the game. There were at
least three points that the media expert suggested about
the modification of the board. The first was to use
different colours for the different parts of the board. The
reason was because some colours on the board looked
similar, that could create confusion among players. For
instance, some players would find difficulties to
differentiate if some properties belong to them or belong
to their opponents, since the colours used on the board
were turquoise and light green, which basically looked
similar. The second one was to modify the images on the
board. He mentioned that the images on the board should
Developing The Mystique Game as a Medium for Encouraging Students to Speak English
be functional. The reason was because the game used
simple woody effect with different colours to identify
each Base. However, that kind of illustration was not
effective as the Base identities. There should be different
illustration that clarified the identity of one base to
another. The last modification suggested on the game
board was to change the font type, which was from Juice
ITC into Trajan Pro. He mentioned that the previous font
type chosen was difficult to read, which in fact, it could
also distract the players while playing the game. Aside
from the board modifications suggested, the other game
components, such as the cards, dice, they only needed
small adjustments with the board. However, he added that
the package of the game should be made from thick paper,
in order to protect the game properties, attract the
students interest, and give portability for the game.
(5) Formative Evaluation
In the formative evaluation of the product, the data
were collected through observation and interview with 8
students. During the evaluation, it could be seen that the
students were excited when the teacher announced that
they were going to play a game. The teacher started the
lesson by explaining the rules of the game briefly, after he
recalled the narrative text material that he had explained
in the previous meeting. To play the game the teacher
divided the class, which contained 32 students, into four
groups. Therefore there were eight students for each
group. When the students started to play the game, some
of them were still confused about the game rules, since the
game was new to them and the rules was only explained
briefly. The teacher then re-explained the rules to those
who were still confused in order that they all could play
the game properly.
Based on the data obtained, it could be seen that all
students were engaged to play the game. Moreover,
English was actively used during the game, even though
the use of L1 sometimes interfered in some situation. For
instance, when one student misunderstood an effect on the
card, the other student corrected it using L1 with Ini
disimpan kartunya or kamu kocok lagi dadunya.
Besides, the data from the observation also showed that
some of the game instructions needed to be changed.
There were at least two revisions needed to be done on the
game instructions, i.e.; (1) to add some relevant pictures in
the rules book to make the students follow the rules easily
by looking at the picture provided, (2) to give time limit in
answering the Quizard (Quiz card). The reason was
because some students took too much time thinking over
the answer for the question(s), which resulted in wasting a
lot of time. Therefore, it was decided that twenty seconds
were the maximum period for a students to answer the
quiz.
Developing The Mystique Game as a Medium for Encouraging Students to Speak English
one was to add the time allocation on the instructions
book. The time was set to 30 minutes, in which previously
it took an hour for the students to play the game. The
other one was to include an instruction that the game
could be more effectively played by 4 students, which
previously was played by 4 pairs of students. Based on the
experts suggestions and both formative and summative
evaluations, the final form of the game was finally made
(Picture 2).
REFERENCES
Awang, M. et al. 2013. Effective Teaching Strategies to
Encourage Learning Behavior. IOSR Journal of
Humanities and Social Science 2 (8) Pp. 35-40
Azar, A. 2012. The Effect of Games on EFL Learners
Vocabulary Learning Strategies. International Journal
of Basic and Applied Science. 2 (1) Pp. 252-256