Nabilah, Nada (2019) IMPROVING THE STUDENTS’ VOCABULARY MASTERY THROUGH HANGMAN GAME AT SMA NEGERI 1 TEBING TINGGI KAB. SERDANG BEDAGAI. Skripsi thesis, Universitas Islam Negeri Sumatera Utara.
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Abstract
The capability in mastering the language is closely related to vocabulary so that we can master the language itself. One of the factors is teaching by using media, for example Mobile phone. The mobile phone offer many kinds of applications for different purposes. One of the applications is Hangman Game. This research has also shown that Hangman Game is effective to improve students’ vocabulary. However the use of mobile phone as media in Indonesia still relatively few and the impact of it is the students have not motivation and passive in the class because they feel bored. They also have not a lot of vocabulary. The subjects of this study were 20 students at 10th grade in SMA Negeri 1 Tebing Tinggi Kab. Serdang Bedagai in academic year 2018/2019. The participant of this research was 20 students. This research was aimed to find out the improving the students’ vocabulary mastery Through Hangman Game. This research was conducted by using classroom action research that consists of 2 cycles. The researcher used the technique by Miles and Huberman for the analysis of qualitative data that were taken from interview, observation, researcher’s note and documentation. While the quantitative data were taken from the test that has given to the students in form of pre-cycle, cycle I and the cycle 2. The result of this research showed that the mean of the students score in pre-cycle was 55,00 in which there were 3 from 20 students who passed the standard minimum score or KKM. In the post test I, there were 9 students who passed the test or 45% who improved and the mean score in the cycle I was 67,45. Meanwhile, in the cycle II, the mean score was 81,45. There were 16 students or 80% passed the standard minimum score. It indicated that Hangman Game could improve the students’ vocabulary mastery. The finding revealed that Hangman Game gave new atmosphere in learning process, so the students were more active, enthusiastic and had good motivation in learning process. Besides that Hangman is effective to improve students’ vocabulary.
Jenis Item: | Skripsi (Skripsi) |
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Uncontrolled Keywords: | Vocabulary, Hangman Game. |
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. Triana Santi |
Date Deposited: | 15 Nov 2019 08:50 |
Last Modified: | 15 Nov 2019 08:50 |
URI: | http://repository.uinsu.ac.id/id/eprint/7151 |
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