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Improving Students' Vocabulary Mastery Using Card and Board Games at the Fourth Year of SDN 1 Begalon in 2012/2013 Academic Year

机译:在2012/2013学年SDN 1 Begalon四年级上使用纸牌和棋盘游戏提高学生的词汇掌握能力

摘要

The objectives of the research are 1) to describe the improving vocabulary mastery using card board games of the fourth grade students of SDN 1 Begalon, 2) to describe whether or not improving the vocabulary mastery of the fourth grade students of SDN 1 Begalon using card and board games is effective. udThe type of the research that is used by the researcher is action research. The subject of the research was the fourth year students of SD Negeri 1 Begalon Surakarta. Data of this research are the field note during the action, the interview script, lesson plan, and the score of pre-test and the post-test. The data sources are event, informants or respondents, and document. The researcher collected the data using qualitative and quantitative method. The quantitative data was collected from the students’ vocabulary scores through test, while qualitative data was obtained from observations, interviews, and document analysis.udThe results of the research showed that from the implementation of card and board games at the fourth year of SDN 1 Begalon Surakarta, the vocabulary mastery of the students improve significantly. It can be seen from the achievement score of the students also improve and fulfilled the Minimum Requirement Score or in Indonesia it is called Kriteria Ketuntasan Minimum (KKM). From the test result, the mean score increased from cycle to cycle. The mean score of pre-test is 49.7, the mean score of post-test 1 in cycle 1 is 71.6, and the mean score of post-test 2 in cycle 2 is 76.8. The implementation of card and board games is effective to improve the students’ vocabulary mastery and the conducive classroom situation.
机译:研究的目的是:1)描述使用SDN 1 Begalon的四年级学生的棋盘游戏提高词汇掌握能力; 2)描述是否提高使用SDN 1 Begalon的四年级学生的单词掌握能力和棋盘游戏很有效。 ud研究人员使用的研究类型是行动研究。研究的主题是SD Negeri 1 Begalon Surakarta的四年级学生。这项研究的数据是行动中的实地记录,访谈脚本,课程计划以及测验前和测验后的分数。数据源是事件,线人或受访者以及文档。研究人员使用定性和定量方法收集数据。定量数据是通过测试从学生的词汇分数中收集的,而定性数据是通过观察,访谈和文档分析获得的。 ud研究结果表明,从SDN第四年开始实施纸牌和棋盘游戏以来1 Begalon Surakarta,学生的词汇掌握能力大大提高。从学生的成绩得分可以看出,他们也提高并达到了最低要求得分,或者在印度尼西亚被称为Kriteria Ketuntasan最低要求(KKM)。从测试结果来看,平均得分随着周期的增加而增加。测试前的平均分数为49.7,第1周期的测试后1的平均分数为71.6,而第2周期的测试后2的平均分数为76.8。实施纸牌和棋盘游戏可以有效地提高学生的词汇掌握能力和有益的课堂环境。

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  • 作者

    Putri Aldisie Etika;

  • 作者单位
  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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  • 入库时间 2022-08-20 20:54:15

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