The Use of Mouse and Cat Games to Improve Students’ Vocabulary Mastery of First Grade Students of MTSN Peanornor

Panggabean, Dhita Syawaliyah (2018) The Use of Mouse and Cat Games to Improve Students’ Vocabulary Mastery of First Grade Students of MTSN Peanornor. Skripsi thesis, Universitas Islam Negeri Sumatera Utara.

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Abstract

This research was conducted to know and proving that The Mouse and Cat Games can improve students’ vocabulary mastery in learning English for one month researching. The subjects of this research were seventh grade students of MTSN Peanornor Tarutung in academic year of 2016/2017 that consisted of 20 students. This research was conducted by using classroom action research. This research was used pre-test and post-test data, interview sheet, observation sheet, diary notes, and documentation.The result of this research showed that there was an improvement of students’ vocabulary mastery. It could be seen by the mean of the pre-test was 38.65, the mean of the first cycle was 54.2, and the mean of second cycle was 73, these results mean showed that the mean in second cycle were better than the first cycle. The percentage of students who got point > 65 up also grew up. In the pre-test, there was nobody got point 65 up (0%). In the post-test I of cycle I, the result is good enough because the students who got point > 65 up there were 5 students (25%). It means that there was a good improvement about 40.28%. In the post-test II of cycle II, students who got point 65 up were 17 students (85%) and the improving was about 48.64%. For the total score of students’ improvement from pre-test to post-test of cycle II was 88.87%. In other words, the students’ vocabulary mastery has improved from the first meeting to the next one. For the hypothesis testing, it was used t-test formula from the computation, it could be seen that coefficient of t-table (2.06) with fact level α = 0.05 was 7.73 in the coefficient of t-observation (7.73) > t-table(2.06). Thus, alternative hypothesis (Ha) stating that The Mouse and Cat Games improved students’ vocabulary mastery can be accepted and could make the class become alive, active and fun properly.

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. Misdar Piliang
Date Deposited: 29 Oct 2019 04:17
Last Modified: 29 Oct 2019 04:17
URI: http://repository.uinsu.ac.id/id/eprint/6976

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