Abstract:
ABSTRACT
The aim of the researcher is to find out the students' motivation for learning
English vocabulary. Researcheralso linked the use of songs bundled in a game
with increasing students' English vocabulary mastery skills. This study discusses
several aspects of the methodology used to guide this research. Some of the things
discussed were research design, participants, research locations, procedures, and
data collection. To complete the discussion, this study also reviews data analysis
techniques and ethical considerations. The researcher explains the qualitative data
obtained from research observations that have been previously observed by the
researcher. Question indicators are also included to complement the research
explanation in this chapter. Researcherused observation to monitor teaching and
learning processes with the media of songs and games, interviews as the main
source of data collection, and documentation to support the responses given by
students seen in class. The researcher collected data by using two instruments to
answer the research questions as mentioned in the previous chapter of this study,
namely observation and interviews. The facilities and infrastructure of this school
are very good and meet the needs of researcherin conducting research. As a result,
the research that the researcherdid while conducting research at this school went
smoothly, and there were no obstacles because the school facilities were complete
and functioning properly. This nearby school has computer lab facilities for
students to learn English via the internet and access reading, watching movies,
and listening to songs that can increase their English vocabulary or improve their
English writing skills. Then what can be taken from the results of learning to
listen to songs and record students' English vocabulary is that it is useful for
teachers and students in interacting in the classroom and can also improve
students' ability to communicate with teachers in English. In conclusion, the
students' vocabulary grows after learning English with songs that use games as a
learning medium.