0643042046, Victoria Alverina H. Ambarita (2012) IMPROVING STUDENTS VOCABULARY THROUGH SPELLING GAME FOR ELEMENTARY SCHOOL GRADE FOUR AT SDK BPK PENABUR METRO (A Script). Other thesis, Universitas Lampung.
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abstrak.pdf Download (36kB) | Preview |
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ACKNOWLEDGEMENTS.pdf Download (40kB) | Preview |
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Appendix 1 - revisi.pdf Download (384kB) | Preview |
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APPROVAL FOR FINAL EXAMINATION.pdf Download (12kB) | Preview |
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bab V.pdf Download (63kB) | Preview |
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bab IV.pdf Restricted to Registered users only Download (376kB) |
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CLASS OBSERVATION SHEET.pdf Download (129kB) | Preview |
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COVER.pdf Download (16kB) | Preview |
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DEDICATION.pdf Download (22kB) | Preview |
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CURRICULUM VITAE.pdf Download (7kB) | Preview |
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MOTTO.pdf Download (17kB) | Preview |
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REFERENCES.pdf Download (22kB) | Preview |
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TABLE OF CONTENTS.pdf Download (66kB) | Preview |
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revisi BAB III - again.pdf Download (67kB) | Preview |
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revisi bab I - again.pdf Download (110kB) | Preview |
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revisi bab II - again.pdf Download (105kB) | Preview |
Abstract
The objectives of this research were to find out whether Spelling Games improve teaching learning process at the fourth grade students of class IV b SDK BPK Penabur Metro (in academic year 2011/2012) ess), the qualitative data was used score) was used to know students vocabulary (learning product). This research was conducted at SDK BPK Penabur Metro. The subject of the research was the students of class IV B. This Classroom Action Research (CAR) was done in two cycles. Each cycle consisted of plan, action, observation, interpretation, analysis, and reflection. The indicators of this research success are if the teacher got minimum 70% from the observation sheet result, 95% students were active during teaching learning process, and 75% students could gain score 70 or more. In Cycle I, most of students were active during teaching learning process. The teacher could achieve the target that was minimally 70% from the observation sheet result, but the students score could not achieve the target (only 7 students who got score 70 or higher) that was 75% students should gained 70 from the students vocabulary result. In Cycle II 75%, the students were also active during learning product (vocabulary test) could achieve the target in this cycle. These happened because the teacher had known her weakness in Cycle I and she improved it Cycle II. Therefore, she could give solution in teaching learning process in Cycle II. Referring to the result of the second cycle, it can be said that Spelling Games could improve participation during teaching learning process.
| Item Type: | Thesis (Other) |
|---|---|
| Subjects: | A General Works = Karya Karya Umum |
| Divisions: | FKIP > Prodi Magister Teknologi Pendidikan |
| Depositing User: | . . Yulianti |
| Date Deposited: | 14 Aug 2015 03:48 |
| Last Modified: | 14 Aug 2015 03:48 |
| URI: | http://digilib.unila.ac.id/id/eprint/11711 |
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