The Bingo Effect on English Speaking Ability
Ismalianing Eviyuliwati
1
, Syukri Agung Hasibuan
1
, Desi Nahartini
1
1
UIN Syarif Hidayatullah Jakarta, Indonesia
Keywords: BINGO game, speaking ability
Abstract: The objective of this study was to get the empirical evidence of the effect of using BINGO game on students’
speaking ability. The research method used was quantitative method through quasi-experimental design. The
samples were 76 students of SMP Negeri 178 Jakarta, who were taken by using purposive random sampling
technique. They were devided into two groups: 38 students of class 7.1 as the experimental class, and 38
students of class 7.2 as the control class. The data collection was done by giving pre-tests and post-tests, while
the data analysis was conducted by utilizing SPSS 22. The result of the study showed that the post-test mean
score of the experimental class was 76.97, while that of the control class was 73.21. It showed that there was
a significant difference between the two classes’ post-test mean scores. In addition, the hypotheses testing
found that in sig. 2-tailed (p) was 0.005 while alpha () was 0.05 or p < , i.e. (0.005 < 0.05). It meant that
Hѳ (Null Hypothesis) was rejected and Ha (Alternative Hypothesis) was accepted. Therefore, it can be
concluded that BINGO game gave significant effect on the speaking ability of the seventh grade students of
SMP Negeri 178 Jakarta.
1 INTRODUCTION
The mastery of speaking skill in English is a
priority for many second- language or foreign-
language learners. Richards (2008, p. 19) said that
“Learners often evaluate their success in language
learning as well as the effectiveness of their English
course on the basis of how much they feel they have
improved in their spoken language proficiency”. In
addition, Richards and Renandya (2002, p. 210)
emphasized that one of the central of the elements of
communication is speaking. In EFL (English as a
Foreign Language) teaching, thus, speaking needs
special attention and instruction.
However, the fact that English is only taught once
or twice a week in Indonesian Junior High Schools,
with the target of mastering all the language skills,
makes English teachers need to equip themselves
with a technique of teaching speaking which is
effective. Learned from the previous study done by
Dewi et.al. (2017), the use of communicative games
in English classes proved to be effective and was able
to improve the students’ speaking skill. In particular,
a game called BINGO, was reported to be succesful
in improving students’ vocabulary (Jia-Jiunn Lo &
Fang-Li Tseng (2011); Rosidi & Faliyanti (2014);
Herlina (2015); and Puspita & Losari (2016)), in
enhancing students’ grammar knowledge (Saadilah &
Adawiyah), in improving students’ pronunciation
(Pui Kuet Poh (2015)), and in increasing
comprehension (Weisskirch (2009)). Since
vocabulary, grammar, pronunciation and
comprehension are English components needed to
build the speaking skill (Harmer, 2007, p. 343), the
writers believe that Bingo game is also worth to use
in teaching speaking. Therefore, this study attempted
to find the effect of Bingo game on the students’
speaking ability.
1.1 Limitation of the Study
The study was limited to the effect of using Bingo
game on speaking ability of the students of SMP
Negeri 178 Jakarta in the Academic Year of
2016/2017, especially on describing people.
2 LITERATURE REVIEW
2.1 Speaking
There are some important aspects or elements that
learners need to concern when speaking. As Harmer
(2007, p. 343) mentions the five elements needed in
Eviyuliwati, I., Hasibuan, S. and Nahartini, D.
The Bingo Effect on English Speaking Ability.
DOI: 10.5220/0009928802750283
In Proceedings of the 1st International Conference on Recent Innovations (ICRI 2018), pages 275-283
ISBN: 978-989-758-458-9
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
275
speaking: pronunciation, grammar, vocabulary,
fluency, and comprehension.
According to Harmer (2003, p. 269) explaining
the ability in English, likens the elements produced in
oral production, such as:
1. Language features
a. Connected speech: in modified (assimilated)
connected, omitted (elision), added
(connected r), or attenuated (through
contraction and stress pattern) speech. This
activity aims to improve speaking skills so a
student must be included.
b. Expressive devices: native speakers of English
change the tone and stress of certain parts of
speech, change the volume and speed, and
display it in other physical and non-verbal
ways (paralinguistic) to find out how they feel
in terms of face-to-face interactions. This
expressive device is used as a contribution in
conveying meaning.
c. Lexis and grammar: provide various phrases
that have different functions for example agree
or disagree, (I think so, of course, I doubt (/
know /), I'm afraid ...), express surprise (I was
surprised ... , I don't believe it ...), shock
(you're kidding ... ... you're kidding ...), or
approval (I allow you ...)
d. Negotiating Language: The language of the
negotiator is used to find out the structure
according to what is said and find clarification.
When listening to other people talk, we need
clarification to understand. This is needed by
students, such as asking questions about some
names or words that are not understood when
spoken by others.
2. Mental / Social Processing The success of
speaker productivity depends on the speed of
processing that speaks of needs
a. Language processing: language processing
discusses the taking and assembling of
words in the right order syntactically and
propositionally.
b. Interacting with other people: to be able to
speak effectively must listen a lot,
understand the feelings of others, and other
people to do it.
c. (In place) information processing: regardless
of our response to feelings, we must also be
able to tell them once we get it.
Moreover, Nunan (2003, p. 32) also adds some
indications of successful speaking:
1. The ability to articulate phonological features of
the language comprehensibly;
2. Mastery of stress, rhythm, intonation patterns;
3. An acceptable degree of fluency;
4. Transactional and interpersonal skills;
5. Skills in taking short and long speaking turns;
6. Skills in the management of interaction;
7. Skills in negotiating meaning;
8. Conversational listening skills (successful
conversation need good listeners as well as good
speakers);
9. Skill in knowing about and negotiating purposes
for conversations;
10. Using appropriate conversational formula
and filler.
2.2 BINGO Game
The Bingo Game is an holistic, experiential
strategy which provokes personal reflection
(Coco.et,al, 2001:3). Furthermore, Richardson
(2007:334) in Puspita & Losari (2016, p. 384)
mentioned that Bingo is one of the most popular of all
games, playing vocabulary Bingo also lets teachers
work with words in a relaxed atmosphere. Bingo is
also an excellent game to play as a review. Most of
the students enjoy the competition and participate
enthusiastically. Bingo can be played in any content
area. It has modified to educate the learners by using
Bingo game as the alternative way to teach
vocabulary.
According to Police (2014:16) in Puspita &
Losari (2016, p. 385), Bingo game means a specific
game of chance played with individual cards having
numbered squares ranging from one to seventy five,
in which prizes are awarded on the basis of designated
numbers on such cards conforming to a
predetermined pattern of numbers. As other game,
this game also has a chance and it has repealed
numbers at random and players mark the numbers on
the card that has been provided.
Furthermore, Remko (2014:1) in Puspita &
Losari (2016, p. 385) states that Bingo is an
incredibly fun game to play in group. It is very easy
to play and it can help to rehearse anything from
language vocabulary to math and historical facts.
Besides this game is a fun game to play it also
reinforces the language vocabulary and it is suitable
for learners who learn the language process.
2.3 BINGO Design
Coco et. al. (2001, p. 4) explains that to adjust
Bingo for our purposes we need to devise questions
to which students would be able to answer ‘yes’ or
‘no’. If ‘yes’ they would mark off a square on their
record sheet, if ‘no’ they would not do anything.
ICRI 2018 - International Conference Recent Innovation
276
However, to make the game elicit more
productive skill, especially speaking, we can ask the
students to explore the question from every square of
the Bingo board with further related questions. The
teacher may adapt the instruction/s based on the
objective of learning being achieved or the topic
being completed over the game. In the following is an
example of a BINGO board/Card/Worksheet created
by the writers of this study.
Figure 1. Bingo Board/Card/Worksheet
2.4 Teaching English using BINGO
Game
Wright, et.al. (2006, p.1) stated that “game is an
activity which is entertaining and engaging, often
challenging and an activity in which the learners play
and usually interact with others”. That is why a game
is suitable to apply in English classes, especially in
developing speaking ability.
In most studies, Bingo game has been used to
promote vocabulary learning. According to
Richardson (2007, p. 332) in Puspita & Losari (2016,
p. 387) the steps in playing vocabulary Bingo are as
follows:
1. Students make a Bingo card from a list of
vocabulary items. (The game works best with at
least 20 words.) Students should be encouraged
to select words at random to fill each square.
2. The teacher reads definitions of the words aloud,
and the students cover the word that they believe
matches the definition. (It’s handy to have the
definitions on 3-by-5-inch cards and to shuffle
the cards between games.) The winner is the
first person to cover a vertical, horizontal, or
diagonal row.
3. Check the winner by rereading the definitions
used. This step not only keeps everyone honest
but serves as reinforcement and provides an
opportunity for students to ask questions.
Moreover, there is a procedure of Bingo game
according to Silberman (1996, p. 26). The steps for
Bingo game are as follows:
1. Each student is given a Bingo card (also
known as "Bingo board" or "Bingo
worksheet") containing a grid of squares. Each
square in the grid is printed with a different
word.
2. The teacher, playing the part of Bingo caller,
reads out the definition for a word. The
students then attempt to find the matching
square on their Bingo card, and if they find
it, cover that square with a counter.
3. The process of teacher reading out definitions,
and the students trying to find matches
continues until one student achieves a winning
pattern (for example a line of five countered
covered squares - although the definition of a
winning pattern can be varied) and calls out
"Bingo !"
Puspita & Losari (2016, p. 386) modified the
procedure of Bingo game for teaching vocabulary as
follows:
1. The teacher prepares the material.
2. The teacher gives the material to the students.
3. The teacher gives some pictures while
learning process. And then the students have
to understand the vocabulary and memorize
it.
4. The teacher divides the students into some
groups and prepare list of words.
5. The teacher gives a Bingo card to the group.
(The game works best with at least 20
words).The students should write the English
vocabulary at random to fill each square with
the blank space in the middle of the card.
6. The teacher or one of student reads
definitions of the words aloud about every
two seconds or so, and ask the students to
cross the word that they believe matches with
the definition. Do not repeat it and once the
students do not listen to the teacher
vocabulary he/she will lose it. The winner is
the first group to cover a vertical, horizontal,
or diagonal row and shout Bingo.
7. Check the winner by rereading the definitions
used and ask the students to correct it by
themselves. This step not only keeps
everyone honest but serves as reinforcement
and provides an opportunity for students to
ask questions.
For the sake of this study, the writers modify the
Bingo procedures for teaching speaking as follows.
1. Procedures for the teacher:
The Bingo Effect on English Speaking Ability
277
a)
Distribute one Bingo card for every
student,
b)
Be close to the students to make sure each
student make at least one move of
questioning and one move of answering,
c)
Be close to the students to make sure the
students add further question/s after having
the YES or NO answers from their friend/s,
d)
Give a reward for the winner/s.
2. Procedures for the students:
a) Use English only during Bingo game
playing,
b) Pick up a question randomly from the
Bingo card and move around the class to
find a friend to answer the question,
c) If s/he answer “YES”, continue asking
her/him using WH-question related to the
previous question from the Bingo card,
e.g: the Bingo card question is : “Is an only
child” and your friend answers YES. You
should ask further question like “What do
you feel being an only child?”
d) If s/he answer “NO”, still you have to
continue asking her/him using WH-
question related to the previous question
from the Bingo card, e.g.: the Bingo card
question is : “Is an only child” and your
friend answers NO. You should ask further
question like “How many brother and
sister do you have?”
e) Write down your friend’s name who
answers YES in the question box of your
Bingo card. Do not write anything on
your Bingo card if your friend answers
NO.
f) Move around the class to ask more
questions until you get 5 YES answers
which can form a row in your Bingo card
either in vertical, horizontal, or diagonal
ways.
g) Shout BINGO!! When you have got 5 YES
answers forming a row on your Bingo card.
You are the winner!!
After doing the Bingo game, the students can use
the data they obtained during the game, which
consisted of the classmates’ names and their
characteristic/s according to the YES answers the
students written on the Bingo cards. For example,
“Fanny is a girl who loves flowers. However, she is
allergic to cheese. And so on.” Those data can be
useful to train the students to build a descriptive
paraghraph, particularly in describing people. Later,
the students should present it orally since the purpose
is teaching speaking.
2.4.1 Previous Studies
Dewi, et. al. (2017) reported that the use of
communicative games in English classes can improve
the students’ speaking skill. Trough a two-cycle
Classroom Action Research, they succeeded in
improving the students’ mean score in speaking from
60.42 to 69.02 in Cycle 1 and improved again up to
78.77 in Cycle 2. The observation and questionnaire
results also showed that communicative games had
given a positive improvement and good influence on
students’ participation, confidence, and fluency in
class.
In addition, there were so many studies on the use
of Bingo games in teaching English. Most of them
were in teaching vocabulary. One was in teaching
grammar, another was in teaching pronunciation, and
the other one was in increasing comprehension.
One of the studies of the use of Bingo game in
teaching vocabulary was done by Puspita & Losari
(2016). The objective of this research was to know
whether there is an influence of using Bingo game
towards students’ vocabulary mastery at MTs N 2
Bandar Lampung. Through quasi experimental
design, the study resulted in the conclusion that there
is a significat influence of Bingo game towards the
students’ vocabulary mastery. The second study was
done by Jia-Jiunn Lo & Fang-Li Tseng (2011). They
applied digital game-based learning for English
vocabulary learning of students in Taiwan. In
particular, they used the concept of Bingo game to
develop an online multiple-user digital game-based
learning system for English vocabulary. This study
integrated learning activities and game play to design
an online multiple-player Bingo game for English
vocabulary. As a result, learners compete
synchronously on the internet. Taking the advantage
of games’ characteristics, learners’ motivation could
be effectively enhanced to improve their recognition
of English vocabulary. The third was a Classroom
Action Research at the 2nd grade students of Primary
School of PGSD Laboratorium in Setiabudi South
Jakarta done by Herlina (2015). The research
investigated whether the implementation of Bingo
game could increase students’ mastery of English
vocabulary. Using the model of Kemmis and
McTaggart, this classroom action research was
conducted in two cycles to 20 students. The
observation sheet was also used to record the
activities of the teacher and the students when they
were playing Bingo game. The result of this research
showed a significant increase in vocabulary mastery
score after the application of Bingo game. The
fourth, the Bingo game was combined with Scrabble
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to teach vocabulary to a Senior High school students.
Through a true-experimental research design, Rosidi
& Faliyanti (2014) proved that Bingo game gave the
students opportunity to identify the word
interestingly.
Another study of Bingo game was in teaching
preposition of time and place at the Seventh Grade of
MTsN Astambul conducted by Saadillah &
Adawiyah. By obtaining the data through
observation and pretest-postest, the study showed that
there was a significant difference between the
experimental and the control class in the ability of
using preposition of time and place (at, in, on).
The next is the study of Bingo game in teaching
pronunciation. Pui Kuet Poh (2015) conducted an
action research on the use of Emoji word slide and
Bingo game to improve pronunciation of long vowel
/i:/ among Year Four pupils of an Elementary School
in Malaysia. The participants were five pupils with
average English proficiency. The Emoji word slide
was designed with the Emoji visual that corresponded
to the lip shape in producing the long vowel /i:/.
Through observation and interviews, it was known
that Bingo game was considered fun and facilitated
the assessment of pronunciation. Finally, the findings
showed that Poh had improved his teaching and his
participants had also improved their pronunciation of
long vowel /i:/.
Last but not least, a study reported that the Bingo
game was able to increse students’ comprehension.
Weisskirch (2009) from California State University-
Monterey Bay conducted a research on “Playing
BINGO to Review Fundamental Concept in
Advanced Courses”. The subjects of the study were
92 university students rated before and after
understanding a developmental psychology theory.
Weisskirch modified the Bingo game as the activity
to increase the students’ comprehension. The finding
revealed that the students rated the exercise as
academically challenging, helpful to learn concepts,
and not a waste of time.
The first study discussed in the beginning of this
section has shown a positive effect of games on
speaking. Moreover, the next seven studies reviewed
above showed that Bingo game had given positive
effect on the students’ vocabulary mastery, grammar,
pronunciation, and comprehension. It is, therefore,
for the writers of the current study to build a believe
that Bingo game would also give a positive effect
on teaching speaking. The believe is based on the
theory as mentioned by Harmer (2007, p. 343) that
there are five elements needed in speaking:
pronunciation, grammar, vocabulary, fluency, and
comprehension. In consequence, since many studies
reported the positive effect of Bingo game on those
elements of speaking, the writers believe it will also
give a high possibility that Bingo game has a positive
effect on students’ speaking ability.
2.5 Research Hypotheses
The hypotheses of this study are expressed as
follows:
Hѳ: There is no significant effect of Bingo
game to students’ ability on speaking about
describing people.
Ha: There is a significant effect of Bingo
game to students’ ability on speaking about
describing people.
3 METHOD
This research was a quantitative reasearch using a
quasi-experimental design. The population of the
study was the students of SMP Negeri 178 Jakarta in
the Academic Year of 2016/2017. The samples were
taken using purposive random sampling and obtained
76 students of class 7.1 and 7.2. Class 7.1 was decided
to be the experimental class, and class 7.2 was the
control one.
The instruments of the study were pre-tests and
postests of speaking about describing people. During
four-time treatments, class 7.1 was taught speaking
about describing people using Bingo games, while
class 7.2 was taught using drilling technique.
Afterwards, both classes were given post-tests of
speaking about describing people again. The data
obtained were then analyzed through the normality
test, the homogenity test, the t-test (hypotheses
testing), and the last, the effect-size test.
4 FINDINGS
4.1 Test of Normality
As one of the requirements to process the data, the
writers initiated by calculating the normality test. The
aim of the normality test was to know if the data were
normally-distributed.
Table 1. Normality of the Pre-test
The Bingo Effect on English Speaking Ability
279
Table 1 showed that p > α (0.404 > 0.05) and
(0.052 > 0.05), which meant that the pre-test data in
this study was distributed normally. The scores of p
can be checked through the Sig. in the table of
Shapiro- Wilk. Meanwhile, due to the amount of the
subject was less than fifty so the Kolmogorov-
Smirnov columns were not used.
Table 2. Normality of the Post-test
Table 2 showed that p > α (0.205 > 0.05) and
(0.358 > 0.05), which meant that the post-test data in
this study was distributed normally as well, based on
the Shapiro-Wilk.
Next, the histograms of the frequency distribution
of the pre-test and post-test scores of the experimental
and the control classes as the details for the normality
test are also presented. See Figures 1 up to 4, which
showed that all data were normally-distributed.
Figure 2. The frequency distribution of the pre-test
(Experimental Class)
Figure 3. The frequency distribution of the pre-test (Control
Class
)
Figure 4. The frequency distribution of the post-test
(Experimental Class)
Figure 5. The frequency distribution of the post-test
(Control Class)
4.2 Test of Homogeneity
After conducting the normality test for both
groups, next the homogeneity test was done. It aimed
to test the variance homogeneity between Y variable
score which was categorized based on the similarity
of X score. The results of this test are put in the
following tables 3.
Table.3
It can be seen from Table 3 that the associated p-
value (0.367) is more than the declared level 0.05 or
(0.376 > 0.05). This meant that the variances are
equal across the groups (the experimental and the
control groups).
Table. 4
From the table above, it can be seen that the
significance score on 0.193 was higher than the
declared level 0.05 or (0.193 > 0.05). This meant that
ICRI 2018 - International Conference Recent Innovation
280
the variances across the two groups were similar to
the population.
4.3 Testing the Hypotheses
In order to check whether there was a significant
difference in the result of the pre-test and the post-test
after the treatments were implemented, testing the
hypotheses was done by using SPSS 22.
First, the mean scores of the experimental and
control classes were input to the SPSS. Next, the
significance value or alpha (α) was determined, i.e.
5% or 0.05.
Tabel. 5
Table 5, labeled “Group Statistics”, described the
statistical results of the experimental and control
classes. As for the symbol in the calculation, 1 stood
as the symbol for the experimental class, and 2 for the
control group. N was the total of the subject data,
which were 38 from group 1 and 38 from group 2.
Mean was the average score of each group which was
taken from the post-test scores. Specifically, 76.9737
was the mean score of group 1, and 73.2105 was the
mean score of group 2. It meant that the mean scores
of the experimental and control group were
significantly different.
Tabel. 6
Table 6, labeled “Independent Sample Test”,
showed the statistical hypotheses of this study. Based
on the table, it was obtained that in Sig. (2-tailed), the
p score was 0.005, in which it was lower than the
determined significance value 0.05. As the result, it
can be seen that p < α; (0.005 < 0.05), which meant
that null hypothesis (HѲ) was rejected and the
alternative hypothesis (Ha) was accepted. It can be
concluded that there is a significant effect of using
Bingo game on students’ speaking ability,
especially in describing people.
4.4 Test of the Effect Size
The following formulation was used to see the
effect size level of this study. As the formula below:
Based on the criteria above, it can be concluded
that this study had large effect size. This can be seen
from the d score reached by the data, which was 0.87.
of all statistical tests (the normality test, the
homogenity test, the t-test /hypotheses testing, and the
effect-size test) which were all supportive.
The mean score of the experimental group was
found 3.76 higher than that of the control one. It had
been obvious that the students taught speaking
through Bingo games had received positive effect of
The Bingo Effect on English Speaking Ability
281
gaming, like what Wright (2006) stated that “game is
an activity which is entertaining and engaging, often
challenging and an activity in which the learners play
and usually interact with others”. The Bingo games
had succeeded in creating a good atmosphere for the
students to speak a lot. It also managed to lower their
hesitation to speak up.Moreover, the findings of this
study are also in line with the previous related studies
on the use of Bingo game in improving some
elements of speaking: vocabulary, grammar,
pronunciation, and comprehension. Bingo game was
reported to be succesful in improving students’
vocabulary mastery (Jia-Jiunn Lo & Fang-Li Tseng
(2011); Rosidi & Faliyanti (2014); Herlina (2015);
and Puspita & Losari (2016)). Besides, Bingo game
can also enhance students’ grammar knowledge,
especially on the use of preposition of time and place
(Saadilah & Adawiyah). In addition, Bingo game has
also improved students’ pronunciation (Pui Kuet Poh
(2015)). Furthermore, Bingo activities in the class can
increase students’ comprehension (Weisskirch
(2009)).
From the point of view of game positive effect to
speaking ability in general, this study also conformed
to the studies conducted by Dewi et.al. (2017). They
reported that using communicative games improved
the students’ speaking skill. The 2-cycle classroom
action research that they conducted was able to
improve the students’ mean score from 60.42 to
69.02 in the first cycle, and reach up to 78.77 in the
second cycle. Besides, other research instruments like
observation, interview and questionnaires had
managed to obtain the students’ perception over
communicative games of having good influence on
students’ participation, confidence, and fluency in
class.
Finally, the statistical results of the calculation
of the current study had proved that the Null
Hypothesis, which stated that there is no significant
effect of Bingo game on the students’ speaking ability
was rejected, and the Alternative hypothesis, which
stated that there is significant effect of the Bingo
game on the students’ speaking ability was accepted.
Furthermore, the effect size of 0.87 had fallen into the
criteria of large size effect. Therefore, Bingo game
had definitely given significant effect to the speaking
ability of the students, especially in describing
people.
5 CONCLUSION
Based on the findings of the study, it can be drawn
a conclusion that Bingo game had given significant
effect to the speaking ability of the students,
especially in describing people. It was proved by the
statistical calculation of t-test through SPSS 22 that in
Sig. (2-tailed), the p score was 0.005, in which it was
lower than the determined significance value 0.05. As
the result, p < α or (0.005 < 0.05), which meant that
Null Hypothesis (Hѳ) was rejected and the
Alternative Hypothesis (Ha) was accepted. In other
words, there is a significant effect of Bingo game on
students’ speaking ability, especially in describing
people.
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