STUDENT
ENGKLEK GAME TO FOSTER STUDENTS’
LANGUAGE COMPETENCES
Eka Sugeng Ariadi
NIM. 157835408
A. THE
IMPORTANT OF GAME IN TEFL
Wright,
Betteridge, and Buckby (2006, p. 1) define a game as an amusing and
charming, often challenging activity and the learners play and interact with
others. In doing the game, there would be four kinds of participants; class,
individual, pair, and group work. The necessary thing to determine the
participants is ensuring that each player has optimum occasion in practicing
and using the target language, and probably may go beyond the class learning
process as
suggested by Wright et
al. (2006).[G2]
While conducting the game, players’
mistakes are possible happened. Probably, the most common mistakes, e.g.: if the
aim is speaking skill is encouraging the players to speak out. Accordingly, the
teacher should [G3] keep on paying attention to
pronunciation, [G4] grammar, an [G5] idiom that might be made by the players (Wright
et al., 2006). Therefore, to tackle these barriers,
two things have to do; for instance; asking the participants to play the game
as many as possible till they are familiar with, and optimizing the teacher’s
role in accompanying (guiding and correcting) the participants while the game
is done. [G6]
The wise proverb says us that we can
learn better from our own mistakes. Therefore, no doubt that a game gives will
lead us into better learning. Wright et
al. (2006) provide four reasons the important of a game [G7] for students in enhancing their language
competencies. [G8] First, language learning is hard work
and the game[G9] will help and encourage many learners
to sustain their interest and work). Second, experiencing language, it means
game also helps the teacher to create contexts in which the language is useful
and meaningful. Third, repeated use of language items, it is meant that many
games cause as much use of particular language items as more conventional drill
exercises; some games do not. The last is central to learning, if it is
accepted that games can provide intense and meaningful practice of language,
then they must be regarded as central to a language teacher’s repertoire and
not merely a way of passing the time.
B. GAME
CHARACTERISTICS
There
are many types of game which are named as always a verb. According to Wright et
al. (2006), t[G10] his
verb summarizes the most important way in which the learners are engaged in the
game, for example, DO: MOVE, MIME, DRAW, OBEY; it means the learner is expected
to do something non-verbally in response to a read or a heard text. Another
example is CONNECT: COMPARE, MATCH, GROUP which is meant that the learner is
challenged to connect, compare, match or group various items of information,
perhaps pictures or texts, objectively or subjectively. He or she uses language
to describe or comment on the pairs or groups of information. Teachers may
develop their own type of game based on their design. The game in this recent
paper is named as Student Engklek which is meant that the students are insisted
to jump with only one leg, then read, listen and speak simultaneously to
practicing the target language.
C. GAME
AND LEARNING STYLES
Ariadi (2016) states that as
learners, students must be promptly recognized about their own preferences
inside the characters, aware of the existence and the role of individually
learning styles to succeed in studying. Learning
styles are not considered to be exclusive and however, each person will
probably have preferences (Wright
et al., 2006). Through the game, w[G11] e
may design and provide games which will involve three kinds of learning styles;
visual, auditory and kinesthetic. Visual means leaners perceive best of all
information which is seen in the form of [G12] pictures,
writing, table, map, diagrams, color, etc. Auditory means learner might study
better by responding to information which is heard: conversation, instrumental,
songs, etc. And kinesthetic means learners like to move around [G13] and
to touching things while perceiving information. [G14]
In addition, the essential thing should be
considered is not only facilitating the students' preferences rooted in their
learning styles but also creating an interesting classroom environment. Lestari
(1999) reminds overall teachers that in an English classroom,
therefore, students give suffice opportunities to practice the language as the
target learning, and the teacher must facilitate it. She also claims that
using games, songs, quizzes and poems could create the comfortable circumstance
for [G15] the
students while studying. “It is important to make the students enjoy themselves
in the classroom so that they can optimize their performance” (p. 80). Ludewig
and Swan (2007) ensure everybody that “each game is an opportunity
to bring playfulness to skill practice in a way that increases the “fun
quotient” and fuels the desire to engage in the game again and again” (p. xi).[G16] [G17]
D. RESEARCH ON ENGKLEK
Engklek is one of the traditional game which is
well known in Javanese kids. [G18] The
name of engklek has met the
requirement of verb family (Wright
et al., 2006) because engklek means an activity to raise up one of the foot[G19] . It is also contributing on one of learning
style, prominently on kinesthetic style. Therefore, there are several
researchers who have implemented this game into the pedagogical domain. [G20] Such
research done by Febriani,
Tarmansyah, and Damri (2015), they have proved that Engklek game is
one of an effective way to introduce vocal letters to Elementary students in [G21] SDN
01 Alang Laweh Padang. Nugraheni
(2015) research also succeed in enhancing the gross motor skills of
kids in kindergarten. Further, Mafulah
(2015) claims that by using engklek
game, students easily remembered the vocabulary given whether in spoken or
written forms' and improve their language function and they were not shy to use
simple English conversation and instructions. And in line with those research
findings above, in psychological domain, Iswinarti
(2010) shows that therapeutic values of engklek traditional game are (1) detection tool to identify
children with psychological problems; (2) improving physical development,
mental health, problem-solving ability, and social-skill ability.[G22]
[G23]
In a nutshell, those evidence are quite
sufficient to state clearly that engklek traditional
game generates worthy aspect in extending student language competences. Thus,
it needs to be modified on the rules of the game in order to integrate more on
some skills; such as not only on speaking skill but also reading, listening,
and writing as well.[G24] [G25] [G26]
E. STUDENT
ENGKLEK (S-ENGKLEK) GAME RULES
S-engklek is a game which is modified from engklek traditional game. In designing s-engklek, the writer attempts not only
modifying the model of the original game and it’s a set of rule, but also
integrating as many as possible the language skills, which will convey the
language target in it. Herein, the writer has provided two rules of s-engklek; in general, and specific
rules, to drawing the procedures/ways how readers will run on the s-engklek game.
I.
General
Rules
1.
Maximum
4 groups
2.
The
winner is the fastest who reach “Winner Spot”
3.
The
2nd and the rest rank are determined by their achievement scores
4.
The
time limit of the game could be decided altogether the groups
5.
It’s
harmful to step on the red line
6.
Each
group has one judge who will write the scoring sheet and read a set of question
7.
This
game is applicable for elementary to undergraduate students
8.
Free
area means an area which can be used for free to help players achieving the
next step/area
II.
Specific
Rules
1.
1st
player starts the game; by doing engklek
and kicking the coin into his/her area properly (the coin must not on the red
line or out of the determined area)
2.
If
the coin has already in the proper area, the 1[G27] st player still in engklek style reads aloud the proverb/quote stated in the area and
(if the pronunciation is true) then permitted to jump into his/her area.
3.
If
she/he fails doing engklek (falling
down/step on the red line), she/he must repeat again as the previous step.
4.
The
next step, before the 1st player kicks the coin to the 2nd
player’s area, the judge will ask a simple question (as mentioned in question
card). If the answer is true, she/he may continue to the next step.
5.
The
2nd player and so forth do the same rules as the 1st
player
6.
Different
area has different player, so 1st player only responsible for 1st
area, 2nd player undertaken for 2nd area and so forth
7.
The
group gets the scores based on their efforts in every area (each area has
different score)
F. THE
OBJECTIVES OF THE GAME
1. Developing students’ reading, listening
and speaking skill
2. Facilitate students’ learning styles;
visual, auditoria, and kinesthetic
G. THE
OBJECTIVES OF LEARNING
Grade
VIII of SMP/MTs
Kompetensi Dasar: Merespon dan
mengungkapkan makna dalam teks transaksional/ interpersonal
•
Memberi dan menerima pujian
•
Memberi dan menerima ucapan selamat
•
Meminta dan memberi informasi
Therefore, after
experimenting this game, the students are able to
1. express complimenting
2. express congratulating
3. asking for and giving information
A set of suestion for the game
(customizable question) à
e.g. questions for grade VIII of SMP/MTs
1. Question (Q): Say one example of
compliment sentence!
Answer
(A): What a great idea!
2. Q: Say one example of congratulating
your friend achievement!
A:
Congratulation to be the best student in this class!
3. Q: Say one example of asking for
information!
A:
Could you tell me where the Post Office is, please?
4. Q: Say one example of giving for
information!
A:
It is in Jalan Surabaya.
5. Q: Say one example of compliment
sentence!
A:
What a smart boy he is!
THE
SCORING SHEET
No
|
Player
|
Score
|
1
|
|
|
2
|
|
|
3
|
|
|
4
|
|
|
5
|
|
|
6
|
|
|
TOTAL
SCORE
|
|
|
RANK
|
|
REFERENCES
Ariadi, E. S. (2016). Adapting 4MAT System for Developing Lesson
Plan in 2013 Curriculum. Paper presented at the ELTT, Kediri.
Febriani, D., Tarmansyah, &
Damri. (2015). Efektivitas Permainan Engklek untuk Mengenalkan Konsep Huruf
Vokal Bagi Anak Berkesulitan Belajar 1, 1,
15-26. Retrieved from http://ejournal.unp.ac.id/index.php/jupekhu
Iswinarti. (2010). Therapeutic Values of Engklek Traditional
Game for School-Aged Children Indonesia. UNIVERSITAS MUHAMMADIYAH MALANG
Malang.
Lestari, L. A. (1999). English
Classroom Culture Reformation: How Can It Be Done? TEFLIN Journal, X(1), 75-87.
Ludewig, A., & Swan, A.
(2007). 101 Great Classroom Games.
USA: McGraw-Hill.
Mafulah, S. (2015). Permainan
Tradisional pada Pembelajaran Kosakata Bahasa Inggris di SDN Banjarejo 01. VOK@SINDO Jurnal llmu-llmu Terapan dan Hasil
Karya Nyata, 3(2), 62-66.
Nugraheni, S. (2015).
Peningkatan Keterampilan Motorik Kasar Melalui Permainan Engklek Pada Anak
Kelompok A. Pendidikan Guru PAUD S-1.
Wright,
A., Betteridge, D., & Buckby, M. (2006). Games for Language Learning (3 ed.). UK: Cambridge University
Press.
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