DZIR ROHMAH, 2813123057 (2016) THE EFFECTIVENESS OF CROSSWORD PUZZLE GAME TOWARDS STUDENTS’ VOCABULARY ACHIEVEMENT AT FIRST GRADE OF STUDENTS IN SMPN 2 SUMBERGEMPOL. [ Skripsi ]
|
Text
BAGIAN DEPAN.pdf Download (446kB) | Preview |
|
|
Text
CHAPTER I.pdf Download (235kB) | Preview |
|
|
Text
CHAPTER II.pdf Download (241kB) | Preview |
|
|
Text
CHAPTER III.pdf Download (321kB) | Preview |
|
|
Text
CHAPTER IV.pdf Download (250kB) | Preview |
|
|
Text
CHAPTER V.pdf Download (156kB) | Preview |
|
|
Text
REFERENCES.pdf Download (221kB) | Preview |
Abstract
ABSTRACT Dzirrohmah. Student Registered Number. 2813123057. 2016. The Effectiveness of Crossword Puzzle Game Towards Students’ Vocabulary Achievement at First Grade of Students in SMPN 2 Sumbergempol Tulungagung. Sarjana Thesis. English Education Department. Faculty of Tarbiyah and Teacher Training. State Islamic Institute (IAIN) of Tulungagung. Advisor: Faizatul Istiqomah, M.Ed. Keywords: effectiveness, crossword puzzle, vocabulary. English is spoken by people around the world. English as one of the most influential languages in the world is very important to study, because it can be used to develop knowledge. Vocabulary as one of important components in language learning cannot be ignored. Without mastering vocabulary, students cannot master English well. The students have difficulties on mastering vocabulary because English are considered as a difficult subject. One of media that can be used in teaching vocabulary is crossword puzzle game. This media is designed to create students’ interest to learn. In crossword puzzle game, the players use their mastered vocabulary to recall the new words. The formulation of the research problems were: 1) how is the students’ score in vocabulary before being taught by using crossword puzzle game? 2) how is the students’ score in vocabulary after being taught by using crossword puzzle game? 3) is there any significant difference score on students’ vocabulary before and after being taught by using crossword puzzle game? The objectives of the research were: 1) to find out the students’ score in vocabulary before being taught by using crossword puzzle game, 2) to find out the students’ score in vocabulary after being taught by using crossword puzzle game, 3) to find out any significant difference score on students’ vocabulary before and after being taught by using crossword puzzle game. This research is an experimental design with a quantitative approach. In this research, the research design used by the researcher is pre-experimental design in the form of one-group pre-test and post-test. The population of this research was all students of first year at SMPN 2 Sumbergempol Tulungagung. The sample was VII-F class consisting of 26 students. The instrument used in this research was vocabulary test (pre-test and post-test). The data analysis was using T-test. The result showed that the total of students’ achievement on vocabulary score before being taught by using crossword puzzle game was 1.965, while the total score after being taught by using crossword puzzle game was 2.295. The T-score was 6.244, whereas T-table with significance level 5% was 2.060. Therefore, T-score was greater than T-table. This means that H1 which states that there is significant difference between students’ score before and after being taught by using crossword puzzle game is accepted. Whereas, H0 which states there is no significant difference between students’ score before and after being taught by using crossword puzzle game is rejected. In other words, crossword puzzle game is an effective media for teaching vocabulary to the students at Junior High School level.
Item Type: | Skripsi |
---|---|
Subjects: | Pendidikan > Pendidikan Menengah Pertama |
Divisions: | Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris |
Depositing User: | 2813123057 DZIR ROHMAH |
Date Deposited: | 20 Dec 2016 04:30 |
Last Modified: | 20 Dec 2016 04:30 |
URI: | http://repo.uinsatu.ac.id/id/eprint/3594 |
Actions (login required)
View Item |