The Implementation Of Observe And Remember Game To Improve Students’ Vocabulary Mastery At Seventh Grade Of MTs S. Al-Washliyah Tembung

Baraqih, Husni (2017) The Implementation Of Observe And Remember Game To Improve Students’ Vocabulary Mastery At Seventh Grade Of MTs S. Al-Washliyah Tembung. Skripsi thesis, Universitas Islam Negeri Sumatea Utara Medan.

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Abstract

This research was aimed to find out the implementation of observe and remember game to improve students’ vocabulary mastery. The subject of this research was a class which consisted of 33 students at seventh grade of MTs S. Al-Washliyah Tembung 2016/2017 academic year. The research was conducted by using Classroom Action Research. The technique of analyzing data of this research was using qualitative and quantitative data. The qualitative data were gained from observation sheet, interview, diary notes and photography evidence. The quantitative data were taken from the tests such as: pre-test and post-tests. The data of this research were quantitative and qualitative data. The qualitative data were analyzed from the condition throughout teaching and learning process which was also observed from observation sheet, interview, diary notes and photography evidence. Then, the qualitative data were analyzed from students’ score in the pre-test and two post-tests. The result of the research showed that there was the increasing score of students in vocabulary mastery by using observe and remember game. The result of the analysis showed that the mean of the pre-test was 62.87. The mean of the post-test in the first cycle was 79.54. Then the mean of the post-test in the second cycle was 89.24. The percentage of students who got point up to 75 was also grew up. In the pre-test, there were only 4 students (12.12%) who got point up to 75. In the post-test of cycle I, there were 24 students (72.72%) who got point up to 75. Then, in the post-test of cycle II, there were 32 students (96.97%) who got point up to 75. Otherwise, the total increasing percentage from the pre-test to the post-test in the cycle two was 84.85%. It showed that the implementation of observe and remember game could improve students’ vocabulary mastery and could affect on students’ achievement in vocabulary mastery. The students were more active, enthusiastic and interested in the learning activity. So, it can be concluded that the implementation of observe and remember game was effective to improve the students’ interest in following the learning teaching process.

Jenis Item: Skripsi (Skripsi)
Subjects: 300 Social sciences > 370 Education > 371 School management; special education > 371.3 Metode, kegiatan belajar mengajar; metode pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris > Skripsi
Pengguna yang mendeposit: Mrs Hildayati Raudah
Date Deposited: 29 Aug 2018 07:08
Last Modified: 29 Aug 2018 07:08
URI: http://repository.uinsu.ac.id/id/eprint/4073

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