THE EFFECTIVENESS OF USING HANGMAN GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT OF THE EIGHTH GRADE AT SMPN 1 KALIDAWIR

HENI JULAIHA, 17203153010 (2019) THE EFFECTIVENESS OF USING HANGMAN GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT OF THE EIGHTH GRADE AT SMPN 1 KALIDAWIR. [ Skripsi ]

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Abstract

ABSTRACT Julaiha, Heni. NIM. 17203153010. 2019. The Effectiveness of Using Hangman Game on Students’ Vocabulary Achievement of the Eighth Grade at SMPN 1 Kalidawir. Thesis. English Education Department. Faculty of Tarbiyah and Teacher Training. State Islamic Institute (IAIN) of Tulungagung. Advisor: Dr. Susanto, S.S., M.Pd. Keywords: Effectiveness, Hangman Game, Vocabulary Achievement. Vocabulary is the most important part in language learning, because vocabulary is the first element that people use to communicate with others. In English learning, vocabulary is a basic component of language ability which provides the foundation for students’ performance in other skills. The students’ vocabulary achievement will determine their success in mastering four language skills (listening, speaking, reading, and writing). Nowadays, students feel bored with conventional method that used in teaching vocabulary. Vocabulary can be taught in an indirect way and in many kinds of activities, for example is through game. One of technique that can be used to teach students is Hangman Game. The study was done to verify whether or not Hangman Game is effective used in teaching vocabulary for Junior High School. The formulation of the research problem was “Is there any significant difference score on vocabulary of the students taught by using Hangman Game and those taught by using a conventional method at SMPN 1 Kalidawir?”. Research method: 1) the research design of this study was Quasi-Experimental with quantitative approach, 2) the population of this study was eighth grade students of SMPN 1 Kalidawir, 3) the samples were VIII H class consisted of 32 students and VIII I class consisted of 32 students, 4) the research instrument was test, 5) the data analysis was using T-test. The finding showed that Hangman Game was effective used to improve students’ vocabulary mastery at eighth grade students of SMPN 1 Kalidawir. The effectiveness of Hangman Game can be shown in the following points: 1) the mean score of students on pre-test taught by using Hangman Game was 60.47, and the mean score of post-test was 74.38. The gain of the mean score was 13.91. 2) the mean score of students on pre-test taught without Hangman Game was 49.53, and the mean score of post-test was 51.25. The gain of the mean score was 1.72. 3) the result of T-test at significance level of 0.05 showed that the significant values (sig-2 tailed) was 0.00 smaller than 0.05 (0.00 < 0.05). The result means that there is significant different score in vocabulary of the students taught by using Hangman Game and those taught by using conventional method.

Item Type: Skripsi
Subjects: Bahasa Dan Sastra > Bahasa Inggris
Pendidikan > Pendidikan Dasar
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 17203153010 HENI JULAIHA
Date Deposited: 26 Jul 2019 04:08
Last Modified: 26 Jul 2019 04:08
URI: http://repo.uinsatu.ac.id/id/eprint/12416

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