首页> 外文OA文献 >THE EFFECTIVENESS OF CROSSWORD PUZZLE GAME TOWARDS STUDENTS’ VOCABULARY ACHIEVEMENT AT FIRST GRADE OF STUDENTS IN SMPN 2 SUMBERGEMPOL
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THE EFFECTIVENESS OF CROSSWORD PUZZLE GAME TOWARDS STUDENTS’ VOCABULARY ACHIEVEMENT AT FIRST GRADE OF STUDENTS IN SMPN 2 SUMBERGEMPOL

机译:填字游戏对SMPN 2 SUMBERGEMPOL学生第一级学习成绩的影响

摘要

ABSTRACTudDzirrohmah. 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.udKeywords: effectiveness, crossword puzzle, vocabulary.udEnglish 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. udThe 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?udThe 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.udThis 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.udThe 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.
机译:抽象 udDzirrohmah。学生注册号。 2813123057. 2016.填字游戏对SMPN 2 Sumbergempol Tulungagung一年级学生的词汇成绩的有效性。 Sarjana论文。英语教育系。塔比耶学院和教师培训。图隆贡国家伊斯兰学院(IAIN)。顾问:Faizatul Istiqomah,医学博士。 ud关键字:有效性,填字游戏,词汇。 ud世界各地的人们都会说英语。英语作为世界上最有影响力的语言之一,对学习非常重要,因为它可以用来发展知识。词汇作为语言学习的重要组成部分之一,不容忽视。如果不掌握词汇,学生将无法很好地掌握英语。由于英语被认为是一门难学的科目,学生在掌握词汇方面有困难。可以用于教学词汇的媒体之一是填字游戏。该媒体旨在激发学生的学习兴趣。在填字游戏中,玩家可以使用掌握的词汇来回忆新单词。 ud研究问题的表述是:1)在使用填字游戏之前,学生的词汇量如何? 2)在使用填字游戏后,学生的词汇量如何? 3)使用填字游戏对学生的词汇学习前后有明显差异吗? ud研究的目的是:1)找出使用填字游戏对学生的词汇评分。游戏; 2)使用填字游戏来计算学生在词汇量上的得分; 3)使用填字游戏来发现学生在词汇量上的显着差异。 ud本研究是一种采用定量方法的实验设计。在这项研究中,研究人员使用的研究设计是实验前设计,采用单组预测试和后测试的形式。这项研究的人口是SMPN 2 Sumbergempol Tulungagung第一年的所有学生。样本为VII-F班,共有26名学生。本研究中使用的工具是词汇测试(测试前和测试后)。 ud结果表明,使用填字游戏的学生在词汇教学前的总成绩为1.965,而使用填字游戏的学生在教学前的总成绩为2.295。 T值为6.244,而显着性水平为5%的T表为2.060。因此,T分数大于T表。这意味着H1被接受,该H1指出在使用填字游戏之前和之后学生的得分之间存在显着差异。而H0则表明在使用填字游戏之前和之后学生的得分之间没有显着差异,因此H0被拒绝。换句话说,填字游戏是向初中生教授词汇的有效媒体。

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    DZIR ROHMAH 2813123057;

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