THE USE OF CROSSWORD PUZZLE ON STUDENTS’ INTERACTION
IN LEARNING VOCABULARY
Resti Febtrina, Ujang Suparman, Deddy Supriyadi.
[email protected] ABSTRACT
Penelitian ini bertujuan untuk mengetahui apakah crossword puzzle dibutuhkan untuk
mempengaruhi interaksi siswa dalam pembelajaran kosa-kata dan untuk menelaah
motivasi siswa dalam berinteraksi ketika mereka belajar kosa-kata. Desain penelitian ini
adalah kualitatif phenomenological. Subjek penelitian ini adalah siswa kelas VIII B di
SMPN 8 Bandar Lampung, tahun ajaran 2013-2014. Peneliti menggunakan tiga
instrumen pengambilan data: observasi, dokumentasi, dan wawancara. Data dianalisis
dengan menggunakan teori interaksi. Hasil penelitian menunjukkan bahwa total
interaksi yang tercipta sekitar 150 interaksi, 133 interaksi siswa-siswa (89.26 %) dan
17 lainnya interaksi antara siswa-guru (10.69 %). Jumlah akhir interaksi siswa-siswa
lebih tinggi dari interaksi siswa-guru di dalam kelas. Dapat dikatakan crossword puzzle
memiliki pengaruh positive terhadap interaksi siswa di kelas dan dapat memotivasi
siswa untuk berinteraksi aktif dalam proses belajar.
This research was intended to find out whether a crossword puzzle game was needed to
affect the students’ interaction in learning vocabulary and to investigate the students’
motivation to interact when they was learning vocabulary. This research used
phenomenological qualitative study. The participants were students at SMPN 8 Bandar
Lampung, VIII B class in academic year 2013-2014. Researcher used three data
collecting techniques: observation, documentation, and interview. The data were
analyzed using some theory interaction patterns and interaction categories. The results
showed that the total numbers of interactions in the class were 150 interactions, 133
interactions (89.26 %) were students-students interactions, and 17 interactions (10.69 %)
were student-teacher interactions. The total number of students-students interaction was
higher than students-teacher interactions. It means that crossword puzzle game has
influenced positively the students’ interaction and motivated the students to interact
actively in learning process.
Key Words: Crossword Puzzle, Learning, Students’ Interaction, Vocabulary.
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INTRODUCTION
Interaction is one of the main components in the class that make the teaching and
learning process more interesting. Students’ low motivation in learning material in
the class may affect them to be passive at doing some interactions with other
students, so when they feel uncomfortable in the class it may affect their sprit to
study and it also makes them feel bored and lazy to learn something in the class.
In learning language the students were forced to be active to communicate and
can use language as medium of communication, but when they learn language in
the class with low motivation and low interaction they will have difficulties to
master the language.
To master the language the first step that students should know is vocabulary.
They should understand language vocabulary which is very important component
of language. Vocabulary is one of the language components that is very important
to help students in learning English language. The basic one to know English is
vocabulary, when students start to study English in their elementary school; the
first kind of material that they learn is vocabulary. Vocabulary is also important to
be understood by students when they learn four skills like listening, speaking,
writing, and reading. On the other hand, many students still have difficulties in
understanding English vocabulary although they have studied English for long
time in their school.
Several students claim that their primary problem at acquiring English is teacher’s
teaching technique that did not build up their ability to make good interaction in
the class; so the students felt uninterested in the learning process, this is the one of
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students’ problem in learning English language. So, the quality of interaction in
the class may become the main problem for students to be interested in learning
process.
The main problem in learning process may come from how a teacher creates the
whole interaction with students in the class to make them interest and enjoy in
learning vocabulary. The interaction can come from between teacher and students
or students and students, it can be said that this problem is categorize as external
problem that comes from the interaction of student in learning process. Interaction
in the class has its own part to push up or throw out students interesting in
learning vocabulary in the class. So, the teachers should have other ways to be
used as a teaching technique, It can be some interesting media which can push up
the students’ interaction.
From some problems above, maybe there is something wrong in learning process,
or may be problem in the teachers’ own personality in teaching in front of the
class. To overcome this situation, some researchers have investigated many
techniques, and media to help teachers teach vocabulary in the class. There are
some researchers, who focus on the increasing students’ achievement in learning
vocabulary, but there is a little research about using some techniques or media in
learning vocabulary which is focused on the interaction of students, about how the
techniques or media can affect students’ interaction.
For those reasons the writer tried to observe some kinds of interesting media to
show the interactions of the students when they learn vocabulary in the class. The
researcher chose the puzzle game to be a media that be used to see the students’
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interaction in learning vocabulary because puzzle may be one of the media which
bring their own motivation to study about language. There are many kinds of
puzzle namely jigsaw, picture puzzles , crossword puzzles , Sudoku puzzles, and
logic puzzles. The writer only chooses one kind of puzzle game that is crossword
puzzle game. Franklin et al (2003) states that crossword puzzles game can
significant increase students’ motivation and students’ interest in the topic at
hand. The researcher delivered the crossword puzzle games with group work
among the students to build their interaction.
A crossword word puzzle is a puzzle game which normally takes the form of a
square or a rectangular grid of white and black shaded squares. The goal is to fill
the white squares with letters, forming words or phrases, by solving clues which
lead to the answers. In languages that are written left-to-right, the answer words
and phrases are placed in the grid from left to right and from top to bottom. The
shaded squares are used to separate the words or phrases.
The writer conducted the research in SMPN 8 Bandar Lampung, because there is
no research conducted there especially about the problem that was researcher
observe. The writer has done the pre observation in SMPN 8 Bandar Lampung
and put the focus on the second grade students. The puzzle games used in this
study has been matched to the second grade learning materials. The learning
process showed that some of students still passive in the class and feel shy to
speak English because they have lack of vocabulary. This condition can be affect
students’ interaction in the class.
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There are several pattern of classroom interaction according to Edge (2001): T –
Ss (teacher - students), Ss – T (students - teacher), T – S (teacher – student), S – T
(student - teacher), T – S – S (teacher - student – student), S – S (student –
student). The researcher focused on how is students’ interaction when they are
learning vocabulary using crossword puzzle.
METHOD
This research was a qualitative study which was focused on one type of
qualitative, a Phenomenological. Suparman (2009) states Phenomenological study
is a study that represents a psychological approach of a phenomenon. In this
research a psychological approach helped the researcher observed the
phenomenon in the class when the students were learning vocabulary using
crossword puzzle. The participants of this research were the second grade students
of SMPN 8 Bandar Lampung, in class VIII B that consists of 24 students. The
researcher observed and collected the data from three data collecting techniques
like observation, interview, and documentation in order to know the use of
crossword puzzle on students’ interaction in learning vocabulary.
The research instrument was vocabulary game in which in this research the
researcher used crossword puzzle game. The students were taught using
crossword puzzle game and the researcher observed the students’ interaction in
the class and made some documentation of students’ conversation. After the class
end, the researcher was interviewing some students to make the data more
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complete. The researcher was analysis the data using some theory of interaction
and motivation.
RESULTS AND DISCUSSION
Result
The first and second data collecting techniques helped writer answer the first
research question. From the result of pre-observation the writer showed that the
learning process in the class was teacher-centered, the students were passive and
just listen what the teacher said. The teacher taught the students vocabulary using
common way. When the teacher tried to make the students work in group they
were braver to speak up in the class although they were still shy to be active in
building interactions in the class.
The writer made observation sheet to deal with the points which had been scored.
The pre-observation sheet was not filled by the writer only, butthe real
observation sheet was filled in by the writer, the English teacher, and also one co-
observer. After doing pre-observation the writer taught the students English
vocabulary using crossword puzzle game, and after that the writer did second
observation to know the students’ interaction after being taught using crossword
puzzle game. The writer divided the students in 4 group works that consists of 6
students in one group; these helped the writer monitored the students’ interaction
easier. If students learn vocabulary in group work the students were more active to
create some interactions in the class.
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The behavior that was written down in observation sheet was every positive
behavior of the students in learning process. The score of behavior interpreted the
level of students’ activeness (interaction). It could be seen that there are
significant increase in students’ interaction before and after they learned
vocabulary using crossword puzzle game.
In the result of documentation the data was conversation among the students in
their group. The data showed the activeness of students in building interactions
when they are learning vocabulary using crossword puzzle.The result of
documentation was analyzed by interaction patterns theory.
In analyzing interaction pattern, the writer used Edge’s theory (2001). There are
six patterns of interaction which were analyzed: Teacher-Students [T-Ss],
Students-Teacher [Ss-T], Teacher-Student [T-S], Student-Teacher [S-T], Teacher-
Student-Student [T-S-S], Student-Student [S-S]. The number and percentage of
six interaction pattern categories can be seen in the following table.
Table 4.3. The Number and Percentage of Six Interaction Pattern Categories
The number and percentage
No. Interaction Pattern
N %
1 Teacher-Students [TSs], 2 1.34%
2 Students-Teacher [SsT], 2 1.34%
3 Teacher-Student [TS], 3 2.01%
4 Student-Teacher [ST], 10 6.67%
5 Teacher-Student-Student [TSS] - -
6 Student-Student [SS]. 133 89.26%
Total 150 99.95%
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Students’ interaction dominated the percentage of total number interactions in the
class with carried 89.26%. It can be concluded that students become more active
in the class, and the class becomes students centered not teacher centered.
The second research question was answered by the result of two data collecting
techniques: documentation and interview. From documentation the researcher got
the result in conversation form which was transcribed with interaction theory and
the result from interview was interview sheet that was analyzed to help the
researcher completed the answer of second research question.
Data from documentation conversation among the students in their group work
which had been analyzed and transcribe using interaction theory: interaction
categories, and interactive principle. In analyzing interaction categories the writer
used interaction analysis system proposed by Flanders (1963) namely Flanders
interaction analysis categories (FIAC).
Table 4.4. The Number and Percentage of Three Main Categories
The number and
Categories percentage
N %
Indirect Influent 1. Accept feeling: - -
2. Praises or encourages; 1 0.67%
Teacher Talk
3. Accept or uses ideas: 2 1.34%
4. Ask question: 1 0.67%
Direct Influent 5. Lectures: 1 0.67%
6. Gives direction: 4 2.68%
7. Criticizes or justifies
-
authority: -
8. Student talk response: 110 73.33%
Students Talk 9. Student talk initiation: 21 14%
Silence 10. Silence of confusion: 10 6.67%
Total 150 100%
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From Table 4.4 shown above, it can be seen that the total number of interaction in
three main categories was 150 interactions
After the data analyzed using interaction patterns and interaction categories, the
writer also analyzed it using interactive principles. Interactive principle was
analyzed the data on how crossword puzzle can influence students’ motivation
directly. There were seven interactive principles proposed by Brown (2001:56):
automaticity, intrinsic motivation, strategic investment, risk taking,
communicative competence, inter language, the language culture connection.
From those seven interactive principles there was one focus on students’
motivation: intrinsic motivation\
The data from interview was secondary data to complete the data from
documentation.
Table 4.6. The Result of Interview
Classification of the questions Number of Students %
Students who like English lesson 7 Students (70%)
(3 males, 4 females)
Students who like learning vocabulary using media 7 Students (70%)
(4 males, 3 females)
Students who have problems in learning English 8 Students (80%)
(5 males, 3 females)
Students who have low motivation in learning 5 Students (50%)
English (4 males, 1 females)
Students who have high motivation in learning 5 Students (50%)
English (2 males, 3 females)
Students who enjoy do some interaction in learning 9 Students (90%)
vocabulary (4 males, 5 females)
Students who like crossword puzzle game as media 8 Students (80%)
of learning. (5 males, 3 females)
Source of data are 10 students of 8 B class 99.99 %
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From these data it could be clearly seen that in the students with low motivation
and the students with high motivation have balance percentage each of them have
50 %, it means crossword puzzle was increased students’ motivation, although in
this case there are 3 female students in high motivation and 4 male students in low
motivation, this conclude that female student was more motivated than male
students.
Discussion
The research showed that crossword puzzle game in group working can be said as
one of useful media to minimize students’ problems in building some interactions
when they have learning process. Students’ interaction in VIII B became more
active and can made effective atmosphere in the class that made students put their
interest in learning vocabulary.
Weisskirch (2006) found that students are more interested in completing the
puzzles when given time to do them in class, and when given the chance to work
collaboratively with others, students found the puzzles to be more useful and
enjoyable than when doing them on their own. Weisskirch’s research found that
with completing crossword puzzle game the students felt more enjoyable, it
means that crossword puzzle game minimized the student’s problems in the class.
In observation sheet, the students’ behavior in learning processshowed that
students in learning vocabulary using crossword puzzle were braver to overcome
their own problems with asking some questions and discussions with other
friends.
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On the other hand, the result of the last observation sheet after the students
learned using crossword puzzle game as media showed that there are 548
interactions, have increased 100 interactions from pre observation. Group 1
(females Group) have interaction about 22.62 % (22.32 % in pre observation).
Next, group 2 (females and males Group) had interaction about 27.18 % (from
25.66 %) of the pre observations’ interactions. Meanwhile, group 3 (males Group)
had interaction about 21.35 % (from 19.64 %) and the last group had 28.83 % (from
28.79 %).
It can be stated that crossword puzzle game can influence the students’
interaction. In this result, crossword puzzle game can improve students’
activeness and help students to build good interaction in the class. So, students are
braver and enjoy interacting with each other in the class.
The result of documentation and interview are used to answer the second research
question. From that result, it can be seen that there are different motivations
between male and female students to interact in learning vocabulary using
crossword puzzle game. Male students in average have low motivation in building
more interaction in the class; therefore female students have high motivation in
learning process. The result of data analysis showed from some classification of
questions interview female students have higher percentage than male students.
From the first classification, 30 % of male students like English lesson and 40%
of female students like English lesson. There was a difference about 10 % from
both of them.
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Male students also have more difficulties in understanding vocabulary in the class,
so they chose to be passive and did not want to build some positive interaction in
the class. When these problems appeared male students thought lazy and felt that
they had lower ability to learn English than female students. From that kind of
reason, male students suggested themselves bad influent which made them
pessimist in learning something in the class, it made their motivation became
lower than female students. Tricia M, et al (2009) in their research found that
crossword puzzle could influence positively in students’ interaction, it push up
students’ interesting to be active in learning process. But this research found
something different; crossword puzzle game has another role in motivating
students to interact actively in the learning process.
Crossword puzzle game has influence students’ motivation to interact in learning
vocabulary, although male students still have difficulty to increase their
motivation. But compared with males’ motivation in pre observation, there is a
little difference in quality of motivation which male students have when they are
learning vocabulary using crossword puzzle game. From all the result of data
analysis, it can be stated that crossword puzzle game has big role on students’
interaction in learning vocabulary in group work activity.
Student 2 : satumenurun
Student 2 : suatuhari orang pergikemesjiduntukberdoa
Student 3 : apasih, Tanya Miss aja. Miss apasihartinya?
Teacher : haridimana orang-orang pergike masjid untukshalatbersama.
Student 4 : ouJum’atjum’atya miss jawabanya..yegw yang nempel, Friday.
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The students have motivation to speak with their teacher; they were very active
and enthusiastic in the class. It means that the second principle proposed by
Brown, intrinsic motivation was appeared in this class.
Based on motivation theory there are five level of human motivation:
Physiological, Safety,Belonging and love, Esteem and Self-actualization. The
students’ interaction in learning vocabulary using crossword puzzle showed the
positive response. The students were more active to build interactions in the class.
The students’ interactions reach the highest level of motivation theory by Maslow
(2009).In has been showed in the following conversation.
Student 5 : cobabuatkalimat
Student 2 : anisa …….
Student 3 : ihanisasemua
Student 1 : iya lo rang inipeninggw
Student 3 : yadahyuniaaja
Student 1 : oh iyaini“ yuniabahagiamelihatgebetannyalewatdepankelas”
The students were open to speak up with their friends. It means that they reached
the highest level of motivation; Self-actualization. Self-actualization is the top
level of hierarchy of needs and contains the morale, reactivity, openness and clear
mildness. The students have chance to do some challenging projects in learning
vocabulary using crossword puzzle game.
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CONCLUSIONS AND SUGGESTION
Conclusions
Based on the results of the data analysis and the discussion, the writer draws the
following conclusions:
1. The crossword puzzle game can influence the students’ interaction in learning
process and make students more active in the class. The total number of
interaction that the students show in the class when they are learning
vocabulary using crossword puzzle is about 133 interactions(89.26 % ) out of
the total number of interactions, it was higher than the total teacher
interaction. So the center of the class is the students, the teacher just as a
facilitator.
2. Learning vocabulary using crossword puzzle game can also improve the
students’ motivation to interact in learning process. The Students’ interaction
in the class dominated the whole interaction, so learning process can be
students-centered learning where the teacher is a facilitator and corrector
when students do some mistakes.
Suggestions
Considering the conclusions of the research above, the writer would like to
propose some suggestions as follow:
1. The writer suggested the English teacher should apply crossword puzzle
game in teaching learning vocabulary at the second grade of student in order
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to avoid students’ boredom and makes the different atmosphere. Meanwhile,
the students are motivated and feel relaxed in learning process.
2. In applying the game the teachers act as monitor and facilitator to make
students centered-learning in building good interactions in the class, so
students will enjoy and be active in learning process. The students also can
increase their abilities to communicate and interact with their friends in
getting the right answer of the game in group work.
REFERENCES
Brown, H. Douglas. 2001. Teaching by Principles an Interactive Approach to
Language Pedagogy. Wesley Longman, Inc.
Edge, J. 2001.Essentials of English Language Teaching. London: longman
Flanders, N. A. 1963. Intent, action, feedback: A Preparation for Teaching.
Journal of Education. 3(14): 251-260.
Franklin, S., Peat, M., & Lewis, A.. 2003. Non-Traditional Interventions to
Stimulate Discussion: The Use of Games and Puzzles. Journal of
Biological Education.37(2), 76-82.
Maslow (2009).Maslow’s hierarchy of needs.Human resources. (http://www.biz-
development.com/HumanResources/3.18.Maslow's-Hierarchy-Of-
Needs.htm). Retrieved on July, 12th 2014.
Suparman, U. 2009. Qualitative Research for Language Teaching and Learning.
Bandung: Arfino Raya Publisher.
Tricia M, et al. 2009. Reviewing for Exams: Do Crossword Puzzles Help in the
Success of Student Learning. The Journal of Effective Teaching, Vol. 9,
No. 3, P.4-10.
Weisskirch, R. S. 2006. An Analysis of Instructor-Created Crossword Puzzles or
Student Review.College Teaching. Vol. 54 No. 1, P.198-202.