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Using Rummy Game Method to Improve
Students’ Learning Activities and English Dialog
Supriyanto
State Senior High School 3 Salatiga
Jl. Kartini No. 34 Salatiga, Central Java, Indonesia
priyantompd@yahoo.co.id
Abstract
This classroom action research was aimed at improving students‟
learning activities and students‟ English dialog skills in the state senior
high school 3 Salatiga. The research was carried out in the state senior
high school 3 Salatiga from January to June 2012. The subject of the
research was 38 students of grade XI natural science 2. While the objects
of research were rummy game method, students‟ learning activities and
students‟ English dialog skills. This action research was conducted in two
cycles. Each consisted of planning, acting, observing, and reflecting. In
cycle 1, the researcher implemented rummy game method with big
groups and ready made cards while in cycle 2, the researcher applied
rummy game method with small groups and student designed cards. To
collect the data the researcher gave self-assessment test and performance
test before the first cycle, after the first cycle, and after the second cycle.
The data analysis was done by descriptive comparison namely by
comparing scores in the previous condition with those of the first cycle
and the second cycle. The research findings revealed that there was
significant improvement of average scores in students‟ learning activities
namely 13.8 % from 56.8 % in the previous condition to 70.6 % in cycle
2 and in students‟ English dialog skill namely 5.8 from 72.7 in the
previous condition to 78.5 in cycle 2. Hence, hypothesis stating that
using rummy game method is able to improve students‟ learning
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activities and English dialog skill in the state senior high school 3
Salatiga grade XI natural science 2 even semester year 2011/2012 is
proven right.
Key words: Rummy Game Method, Learning Activities, English Dialog
Skill
Abstrak
Penelitian tindakan kelas ini bertujuan untuk meningkatkan aktivitas
belajar dan kemampuan berdialog dalam bahasa Inggris para siswa di
SMAN 3 Salatiga. Penelitian ini dilakukan di SMAN 3 Salatiga mulai
bulan Januari sampai Juni 2012. Subyek penelitian nya adalah 38 siswa
kelas XI IPA 2. Sedangkan obyek penelitian adalah metode permainan
remi, aktivitas belajar siswa dan keterampilan dialog berbahasa Inggris
para siswa. Penelitian tindakan ini dilaksanakan dalam dua siklus.
Masing-masing terdiri dari perencanaan, tindakan, observasi, dan
refleksi. Pada siklus 1, peneliti menerapkan metode permainan remi
dengan kelompok-kelompok besar dan siap memainkan/membuat kartu
sedangkan pada siklus 2, peneliti menerapkan metode permainan remi
dengan kelompok-kelompok kecil dan kartu yang dirancang siswa.Untuk
mengumpulkan data, peneliti memberikan tes pencapaian diri/self-
assessment dan uji kinerja sebelum dan sesudah siklus pertama dan
setelah siklus kedua.
Analisis data dikerjakan dengan perbandingan deskriptif yaitu dengan
membandingkan nilai-nilai dalam kondisi sebelumnya dengan nilai-nilai
siklus I dan siklus II. Hasil penelitian menunjukkan bahwa ada
peningkatan yang signifikan nilai rata-rata aktivitas belajar yaitu 13,8%
dari 56,8% pada kondisi sebelumnya menjadi 70,6% pada siklus 2 dan
keterampilan berdialog bahasa Inggris siswa yaitu 5,8 dari 72,7 pada
kondisi sebelumnya menjadi 78,5 pada siklus 2. Oleh karena itu,hipotesis
yang menyatakan bahwa menggunakan metode permainan remi mampu
meningkatkan aktivitas belajar siswa dan keterampilan dialog bahasa
Inggris di SMAN 3Salatiga kelas XI IPA 2 semester genap tahun
2011/2012 terbukti benar.
Kata Kunci: Metode Permainan Remi, Kegiatan Belajar, Keterampilan
Berdialog Bahasa Inggris
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Introduction
It was undeniable that the teaching and learning process for
English dialog skill in the state senior high school 3 Salatiga still tended
to run conventionally. Usually, Instruction began with apperception by
asking and answering questions orally which led to certain topics.
Besides, the teacher sometimes also used related pictures to arouse more
questions and answers. Then the teacher gave dialog texts containing
expressions to be learned. Based on the text the teacher developed
guiding questions leading to the expressions to be learned. The teacher
usually asked general information, participants, the relation among the
participants, time and place, topic, and specified expressions used in the
dialog.
After that the teacher, by using the charts containing expressions
and responses to be learned, gave speech model and gives necessary
explanation. The students repeated the teacher‟s speech model classically,
in groups, and even individually. Next, the students were given
opportunities to practice performing dialog using expressions they just
learned in pairs. Finally, the teacher gives necessary correction and
feedback.
Such learning model could not develop students‟ skill in English
dialog optimally. The students, in fact, could not speak English fluently
and appropriately in accordance with real context. They faced difficulties
in finding and using certain expressions that matched to the situation.
They were lack of expressions or gambits for variation. They got
difficulties to find suitable words to express their mind and feeling. They
seemed still clumsy to pronounce correctly. In addition, they did not fully
have self confidence to start and to respond in the dialog. Furthermore,
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they still looked a bit afraid to participate totally.
Besides, the students‟ activities in learning, according to the
teacher‟s observation, were also still low. Some students did not listen to
the lesson attentively. Many students seldom asked questions. Many
students were not ready to answer the teacher‟s questions. Not all
students repeated the teacher‟s speech model enthusiastically. Many
students did not take their turns when the teacher gave opportunities to
do. Besides, many students were reluctant to propose something, and
even they hardly ever gave any comment.
Ideally, the students of the state senior high school 3 Salatiga
especially grade XI Natural Science 2 were good at both written and
spoken English and had intense activities in learning since they came
from strictly selected students. In addition, the students of natural science
were accustomed to work competitively as well as collaboratively. For
those reasons, it was badly needed to create learning innovation so as to
cope with the learning problems. The learning innovation that the teacher
did was using rummy game method in teaching English dialog skill.
Based on the facts above, the research discusses whether rummy
game method is able to improve students‟ learning activities and English
dialog skill in the state senior high school 3 Salatiga grade XI natural
science 2 even semester academic year 2011/2012.
Rummy Game Method
Rummy game method is a method used to present instructional
materials by using rummy game in order to achieve the determined goals.
The cards are designed in such a way that they resemble the rummy cards
but they contain instructional material that will be learned. The
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instructional material includes speech functions and their expressions or
gambits. There are 44 cards each set, 4 face cards containing speech
functions i.e expressing love, expressing sadness/sorrow, expressing
agreement, and expressing disagreement and 40 cards containing specific
expressions or gambits that match to certain speech functions. There are
10 expressions for one speech function. Each card includes either one
speech function or one gambit/expression.
This modified rummy game can be played with three or four
players. The game is simple. First the cards are shuffled and 5 cards are
dealt to ach player. One card with face up is put randomly on the table as
a determiner card. The remaining cards are stacked as stock pile. The
players discard one card which is suitable with the determiner card and
the turn to play passes clockwise. The cards are considered suitable if
they are on the same speech function. If the player does not have suitable
cards, he or she must take card from the stock pile. The player who
discard his card which is of highest value has right to discard his card
used as a determiner card for the next round. Then other player should
discard one card which is suitable with the latest determiner card. The
player whose cards are used up first will be the winner while the player
whose cards are last used up will be the loser.
The most important thing in this game is that the players should
read the content of card loudly as they discard their card so as to practice
their speech and strengthen their memory. Besides, the loser will get
spontaneous punishment which involves pronouncing English such as
singing English song, reading poem, saying something to someone else
in order to improve students‟ self confidence as well as to practice
pronouncing English words.
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According to Lie (2002: 46), learning groups with big groups (4
members) have many advantages. They are: easy to split into pairs,
producing more ideas, capable of finishing more works, and easy to
monitor. Besides, the rummy cards were fully provided by the teacher.
Rummy game with small groups means that rummy game is
played by 3 players. There are some advantages with small groups.
According to Lie (2002: 45), learning groups with three member have
some advantages such as more opportunities to contribute, easier to form,
and easier to interact. In addition, the rummy cards are designed by the
students themselves in groups.
Research Methodology
Setting of place and time
This classroom action research had been done for six months
from January to June 2012 in the state senior high school 3 Salatiga grade
XI natural science 2 . This school is on Kartini Street No. 34 Salatiga.
Meanwhile, observing and identifying problems were done in January.
Designing research proposal was held in February. Writing research
instruments was done in March. Giving treatment and collecting data
were conducted in April and May. Analyzing and discussing collected
data were executed in May. Writing research report was accomplished in
June 2012.
Subjects and Objects of the Research
The subjects of this research were the students of grade XI natural
science 2 of the state senior high school 3 Salatiga even semester
academic year 2011/2012. The number of students was 38. It consisted of
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9 male and 29 female students. While the objects were students‟ learning
activities, students‟ English dialog skill and rummy game method.
Research Method
In this research the researcher wanted to solve students‟ problem
both in learning activities and English dialog skill by giving specific
treatment to the students. For those reasons the researcher applied action
research method since it has purpose to solve the problem. In this case,
R.B. Burns in Burns (1999: 30) states that action research is the
application of fact finding to practical problem solving in a social
situation with a view to improving the quality of an action within it,
involving the collaboration and cooperation of researchers, practitioners
and lay men.
Techniques and Instruments of Collecting Data
The techniques of collecting data used in this research were
performance test, self-assessment test, and observation. Their instruments
were test questions, questioner, and observation paper.
Validation and Analysis of Data
For dialog skill test, the researcher validated the test questions by
writing blue prints which matched to the indicators, basic standard, and
competence standard. For students‟ learning activities, the researcher
validated data using what the so called data triangulation as stated in
Sutopo (2006: 93) In this case, the researcher compared data from three
sources namely from students, collaborator, and the researcher himself.
For data analysis, the researcher analyzed quantitative data by using
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descriptive comparison namely by comparing test in previous condition
with posttest in cycle 1, and posttest in cycle 2.
Performance Indicators
The research was considered successful if 80 % or 31 students
had high learning activities, 90% or 35 students had reached passing
grade (75), and the average score of English dialog skill was 77.
Research Procedures
The research was conducted in two cycles. Each cycle consisted
of four steps. They were planning, acting, observing and reflecting.
Pretest was executed before treatment in cycle 1 and posttests were done
after treatment in cycle 1 and treatment in cycle 2. Self-assessment tests
were given before cycle 1, after cycle 1, and after cycle 2. The treatment
in cycle 1 needed two meetings while the treatment in cycle 2 needed
four meetings. Each meeting spent 2 x 45 minutes.
Planning
The planning which was done both in cycle 1 and in cycle 2 were
designing lesson plan, preparing rummy game equipment, making
assessment instruments, observation paper, and arranging schedule.
Rummy game equipment included rummy cards, scoring paper, speech
function and gambit list, and rummy game guidelines. The differences
between the first cycle and second cycle were on the number groups,
instructional material, rummy card availability, and time allotment.
In cycle 1, each group consisted of four students. The
instructional material included 4 speech functions namely expressing
love, expressing sadness or sorrow, expressing agreement, and expressing
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disagreement. Each speech function was exemplified with ten various
gambits. The rummy cards were designed by the teacher. Time allotment
were 4 meetings; one meeting used for doing pretest and self-assessment
test, two meetings used for giving treatment, and one meeting used for
doing posttest and self-assessment test. The treatment included playing
rummy game and practicing dialog using rummy cards.
In cycle 2, each group consisted of three students. The
instructional material included 4 speech functions namely expressing
embarrassment, expressing anger, calming down someone, and
expressing annoyance. Each speech function was exemplified with ten
various gambits. The rummy cards were designed by the students who
were guided by the teacher. The time allotments were five meetings; four
meetings used for giving treatment, and one meeting used for doing
posttest and assessment test. The treatment included designing rummy
cards, playing rummy game, and practicing dialog using student designed
rummy cards.
Acting
In this step the teacher and the students conducted activities as it
had been planned before. Firstly, the students did self-assessment test by
answering questionnaire to know how intense the students did activities
in teaching and learning process in the previous condition. Then pretest
was done by asking the students to perform dialog in pairs for about 3-5
minutes based on a given situation. Teaching learning process included
introduction, core activities, and closing. In introduction the teacher gave
motivation, reminded the students to do activities as the teacher
instructed optimally, and told the sequence of activities that would be
done. The core activities in cycle 1 included playing rummy game with
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certain rules and practicing dialog by giving stimuli and responses based
on modified rummy cards in groups of four. While the core activities in
the cycle 2 comprised designing rummy cards with teacher‟s guidance,
playing rummy game with specified rules, and practicing dialog by
giving stimuli and responses based on modified rummy cards in groups
of three. As closing, the teacher reviewed the lesson and gave necessary
feedback. For posttest, both in first and second cycle, the students were
asked to perform dialog based a given situation in pair. Besides, the
students were given self-assessment test to know how high the students
did activities after being given treatment.
Observing
The teacher as well as the collaborator observed what happened
when the teaching and learning process were running in the classroom.
Furthermore, they focused more about students‟ activities in listening,
asking questions, answering question or responding, repeating speech
model, taking turn, making a note, initiating or proposing, and giving
comment. The teacher as well as the collaborator took note the necessary
things which were found while teaching and learning process were in
progress.
Reflecting
In this step, the researcher did reflection toward what had been
achieved during the teaching and learning process. The researcher
identified and analyzed the goodness and weakness found during the
teaching and learning process. After that the researcher anticipated and
made necessary plan for improvement done in the next activities.
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Discussion
Research Finding in Cycle 1
Based on the teacher and collaborator‟s observation in cycle 1,
majority of the students did activities intensively as the teacher had
instructed. They listened to what the teacher and other students told
attentively. They were active in asking and answering questions or giving
response. They repeated speech model enthusiastically, they tried to take
every turn they got. They made a note on necessary thing. They also
braved to initiate or propose as well as to give comment. From the result
of self- assessment test, it revealed the students‟ learning activities grade
as in the table 1 below.
Table 1
Students‟ learning Activities in Cycle 1
No
Learning
Activity Grade
Scores
Number Of
Student
Percentage
1.
2.
3.
4.
5.
Very low
low
Fair
High
Very High
1 – 7
8 – 13
14 – 19
20 – 25
26 – 32
0
0
7
29
2
0 %
0 %
18.4 %
76.3 %
5.3 %
Average Score
21.6
67.4 %
Based on the table above, it indicated that there was no student
with very low and low learning activities, students with fair learning
activities were 7 (18.4%), students with high learning activities were 29
(76.3 %), students with very high learning activities were 2(5.3 %). The
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average score of students‟ learning activities was 21.6 (67.4 %).
Furthermore, the comparison of students‟ learning activities
between cycle 1 and previous condition could be shown in the table 2
below.
Table 2
Comparison of the Students‟ Learning Activities between cycle 1 and
Previous Condition
Learning
Activity
Grade
Number of Students
Increase/
Decrease
Previous
Condition
Cycle 1
Very Low
Low
Fair
High
Very High
0
4
21
13
0
0
0
7
29
2
0
4
14
16
2
Based on the table above it was shown that there was no student
with very low learning activities in the previous condition. The number
of students with low learning activities decreased 4 from 4 in the
previous condition to 0 in cycle 1, the number of students with fair
learning activities decreased 14 from 21 in the previous condition to 7 in
cycle 1, the number of students with high learning activities increased 16
from 13 in the previous condition to 29 in cycle 1, and the number of
students with very high learning activities increased 2 from 0 in the
previous condition to 2 in cycle 2.
Besides, the scores of English dialog skill in cycle 1 could be
shown in the table 3 below.
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Table 3
Scores of English Dialog Skill in Cycle 1
No
Explanations
Scores
1
2
3
Highest score
Lowest score
Average score
88
69
76.6
Based on the table above it was known that the highest score of English
dialog skill was 88, the lowest score of English dialog skill was 69 and
the average score of English dialog skill was 76.6. In addition from 38
students, 36 students had reached passing grade and 2 students had not
reached passing grade yet.
In addition, the comparison of English dialog skill scores between
Cycle 1 and the previous condition could be shown in the table 4 below.
Table 4
Comparison of English Dialog Skill Scores between Cycle 1 and
Previous Condition
No
Explanations
Scores
Increase/Decrease
Previous
Condition
Cycle 1
1
2
3
Highest score
Lowest score
Average score
81
63
72.7
88
69
76,6
7
6
3.9
Based on the table above, it was known that the highest score
increased 7 from 81 in the previous condition to 88 in cycle 1, the lowest
score increased 6 from 63 in the previous condition to 69 in cycle 1, and
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the average score increased 3,9 from 72.7 in the previous condition to
76.6 in cycle 1. Bisides, the students who reached the passing grade also
increased 8 (21 %) from 28 (74 %) students in the previous condition to
36 (95 %) students in cycle 1. Superficially, both students‟ learning
activities and students‟ English dialog skill improved a lot, however the
determined target namely the average score of dialog skill was 77 had not
been reached yet therefore it was continued to cycle 2.
Research Finding in Cycle 2
Based on the teacher and collaborator‟s observation in cycle 2, all
students did activities intensively as the teacher had instructed. They
listened to what the teacher and other students told more attentively. They
were more active in asking and answering questions or giving response.
They all repeated speech model enthusiastically. They were ready to take
every turn they got. They made a note on necessary thing. They were
more confident and brave to initiate or propose as well as give comment.
From the result of self assessment test, it revealed the students‟ learning
activities grade as in table 5 below.
Table 5
Students‟ learning Activities in Cycle 2
No
Learning
Activity Grade
Scores
Number Of
Student
Percentage
1.
2.
3.
4.
5.
Very low
low
Fair
High
Very High
1 – 7
8 – 13
14 – 19
20 – 25
26 – 32
0
0
2
30
6
0 %
0 %
5.3 %
78.9 %
15.8 %
Average Score
22.6
70.6 %
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Based on the table above, it indicated that there was no student with very
low and low learning activities, students with fair learning activities were
2 (5.3 %), students with high learning activities were 30 (78.9 %),
students with very high learning activities were 6 (15.8 %). The average
score of students‟ learning activities was 22.6 (70.6 %).
Furthermore, the comparison of students‟ learning activities
between cycle 2 and cycle 1 could be shown in the table 6 below.
Table 6
Comparison of the Students‟ Learning Activities between Cycle 1 and
Cycle 2
Learning
Activity Grade
Number of Students
Increase/Decrease
Cycle 1
Cycle 2
Very Low
Low
Fair
High
Very High
0
0
7
29
2
0
0
2
30
6
0
0
5
1
4
Based on the table above it was shown that there was no student with
very low and low learning activities both in cycle 1 and in cycle 2, the
number of students with fair learning activities decreased 5 from 7 in
cycle 1 to 2 in cycle 2, the number of students with high learning
activities increased 1 from 29 in cycle 1 to 30 in cycle 2, and the number
of students with very high learning activities increased 4 from 2 in cycle
1 to 6 in cycle 2.
Besides, the scores of English dialog skill in cycle 2 could be
shown in the table 7 below.
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Table 7
Scores of English Dialog Skill in Cycle 2
No
Explanations
Scores
1
2
3
Highest score
Lowest score
Average score
94
75
78.5
Based on the table above it was known that the highest score of English
dialog skill was 94, the lowest score of English dialog skill was 75 and
the average score of English dialog skill was 78.5. In addition, all
students had reached passing grade. Furthermore, the comparison of
English dialog skill scores between Cycle 2 and Cycle 1 could be shown
in the table 8 below.
Table 8
Comparison of English Dialog Skill Scores between Cycle 1 and 2
No
Explanations
Scores
Increase/
Decrease
Cycle 1
Cycle 2
1
2
3
Highest score
Lowest score
Average score
88
69
76.6
94
75
78,5
6
6
1.9
Based on the table above, it was known that the highest score increased
6 from 88 in cycle 1 to 94 in cycle 2, the lowest score increased 6 from
69 in cycle 1 to 75 in cycle 2, and average score increased 1,9 from 76.6
in cycle 1 to 78.5 in cycle 2. Besides, the students who reached the
passing grade also increased 2 (5.3 %) from 36 (94.7 %) students in cycle
1 to 38 (100 %) students in cycle 2.
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Moreover, the comparison of students‟ learning activities between
cycle 2 and previous condition could be shown in the table 9 below.
Table 9
Comparison of the Students‟ Learning Activities between cycle 2 and
Previous Condition
Learning
Activity Grade
Number of Students
Increase/Decrease
Previous
Condition
Cycle 2
Very Low
Low
Fair
High
Very High
0
4
21
13
0
0
0
2
30
6
0
4
19
17
6
Based on the table above it was shown that there was no student with
very low learning activities both in the previous condition and in cycle 2,
the number of students with low learning activities decreased 4 from 4 in
the previous condition to 0 in cycle 2, the number of students with fair
learning activities decreased 19 from 21 in the previous condition to 2 in
cycle 2, the number of students with high learning activities increased 17
from 13 in the previous condition to 30 in cycle 2, and the number of
students with very high learning activities increased 6 from 0 in the
previous condition to 6 in cycle 2.
In addition, the comparison of English dialog skill scores between
Cycle 2 and the previous condition could be shown in the table 10 below.
Table 10
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Comparison of English Dialog Skill Scores between Cycle 2 and
Previous Condition
No
Explanations
Scores
Increase/Decrease
Previous
Condition
Cycle 2
1
2
3
Highest score
Lowest score
Average
score
81
63
72.7
94
75
78,5
13
12
5.8
Based on the table above, it was known that the highest score
increased 13 from 81 in the previous condition to 94 in cycle 2, the
lowest score increased 12 from 63 in the previous condition to 75 in
cycle 2, and the average score increased 5,8 from 72.7 in the previous
condition to 78.5 in cycle 2. Besides, the students who reached the
passing grade also increased 10 (26.3 %) from 28 (73.7 %) students in
the previous condition to 38 (100 %) students in cycle 2. In short, the
students‟ learning activities, students‟ English dialog skill, and number of
students who reached passing grade increased significantly.
Conclusion
After the researcher did an action research by using rummy game
method to improve students‟ learning activities and skill in English dialog
as planned before, it was known that there was significant improvement
in students‟ learning activities and English dialog skill during the
teaching and learning process.
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