Improving Students’ Vocabulary Mastery Through Riddle Game Of The Eighth Grade Students At SMP IT Nurul Ilmi, Medan Area, Medan

Nasution, Puspita Sari (2019) Improving Students’ Vocabulary Mastery Through Riddle Game Of The Eighth Grade Students At SMP IT Nurul Ilmi, Medan Area, Medan. Skripsi thesis, Universitas Islam Negeri Sumatera Utara.

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Abstract

The research aimed to find out improving students’ vocabulary mastery by using Riddle game. This research was conducted by using Classroom Action Research (CAR). The subject of this research was grade VIII of SMP IT Nurul Ilmi which consisted of 49 students. The object of this research was to improve the students’ vocabulary mastery through Riddle game. This researcher was conducted in two cycles which each consists’ of planning, acting, observing, and reflecting. The data were gathered through qualitative and quantitative data. The qualitative data were gained by analyzing the interview and observation result. Then, quantitative data were obtained from the students’ vocabulary score of pre-test, post-test, and questionnaire. Based on the result of this research showed that there was a development on the students’ vocabulary mastery, it can be seen from the mean score of pre-test were 53.3, the mean score of post-test 1 was 70.9, and the mean score of pot-test cycle 2 was 83.5. In addition, there were 4 students (8.16%) who passed Minimum Mastery Criterion – Kriteria Ketuntasan Minimal (KKM) in the pre-test. Meanwhile, in the cycle 1, there were 27 students (55.1%) who passed Minimum Mastery Criterion (KKM), and it gained which was in the post-test cycle 2 there were 42 students (85.7%) who passed Minimum Mastery Criterion (KKM), so the criteria of success was achieved. Then, from the result of questionnaire it showed that there was improvement of positive responses in the teaching-learning process of vocabulary through Riddle game. The mean of pre-questionnaire was 47.09%. Then, the mean of post-questionnaire was 94.8%. It improved 47.71%. Furthermore, the results of observation and interview showed that the students were motivated in teaching-learning process during the implementation of Riddle game.

Jenis Item: Skripsi (Skripsi)
Subjects: 300 Social sciences > 370 Education > 373 Secondary education > 373.2 Sekolah lanjutan (SMP, SMA)
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris > Skripsi
Pengguna yang mendeposit: Ms Novita Sari
Date Deposited: 05 Dec 2019 07:47
Last Modified: 05 Dec 2019 07:47
URI: http://repository.uinsu.ac.id/id/eprint/7555

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