Abstract :
The aims of this research is to find out whether the use jeopardy game can
boost student's vocabulary mastery, then to see how are the situation while use
of the jeopardy game in the learning process, and how students responses to the
jeopardy game. The subjects of this research were 30 students in class X2 of
SMA Negeri 5 Metro. In this research, the CAR method was carried out two
cycles to obtain qualitative and quantitative data. The data collection instruments
used were observation checklist, interview, test, and documentation.
The result this research can be shown by data on the pre-test, the average
student score was 46.5% then, after cycle I carried out post-test 1 the average
student score became 68.36% then in the second cycle stage the average
student score was obtained in post-test 2 namely 78.36%. The situation during
the learning process in class with the Jeopardy game makes students active
because they are responsible in groups and are required to be creative and
independent. So from all the responses collected, it can be concluded that the
use of the Jeopardy game media can increase student motivation and give
positive values for students because Jeopardy can be said to be practical and
easy to use, as seen from their enthusiasm when participating the first use of
Jeopardy.
Based on the data obtained in this research using jeopardy game to boost
student?s vocabulary mastery was success and significant with the score
obtained being more than KKM. Then suggestions for future researchers to use it
conduct other research on writing or speaking.