INCREASING STUDENTS VOCABULLARY ACHIEVMENT THROUGH GUESSING GAME AT THE NINTH GRADE OF SMP MUHAMMADIYAH 1 SENDANG AGUNG LAMPUNG TENGAH

0743042023, MIFTAHUL HIDAYATI (2012) INCREASING STUDENTS VOCABULLARY ACHIEVMENT THROUGH GUESSING GAME AT THE NINTH GRADE OF SMP MUHAMMADIYAH 1 SENDANG AGUNG LAMPUNG TENGAH. Other thesis, Universitas Lampung.

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CURRICULUM VITAE.pdf

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Abstrak (Berisi Bastraknya saja, Judul dan Nama Tidak Boleh di Masukan)

Vocabulary is one of important elements in language learning in which it is used to develop language skills. The learners will get difficulties in communicating or expressing their ideas if they lack of vocabulary. Therefore, the teacher has to use an appropriate technique that is able to raise the motivation students to learn vocabulary. There are many ways to teach vocabulary, one of which is guessing game. Guessing game can be used to make the students interested and enjoyable in learning English. Therefore, the objective of this research was to find out whether there was a through guessing game. This research applied one group pretest-posttest design. The sample of the research was the grade IX students in academic year of 2011/2012. Vocabulary test in the form of multiple choices was used as the instrument of the research and repeated measures t-test was accomplished to analyze the data. The results show that the students taught through guessing game seemed to be more enjoyable and interested in learning vocabulary since they response positive during teaching learning process. It can be seen from the increase of the students 47.07 while the mean score of the posttest was 61.81. After comparing the result of the pretest and posttest scores, it was found that there was a significant increase; the The researcher used the level of significant 0.05. The result of the computation shows that the value of two tailed significance was 0.000. It increase (p<0.05, p= 0.000) and the students that the hypothesis proposed in this research was accepted. In other words, there is a significant increase through guessing game. Therefore, a guessing game is recommended to be used

Jenis Karya Akhir: Tesis (Other)
Subyek:
Program Studi: FKIP > Prodi Bahasa Inggris
Pengguna Deposit: . . Yulianti
Date Deposited: 25 Aug 2015 07:23
Terakhir diubah: 25 Aug 2015 07:23
URI: http://digilib.unila.ac.id/id/eprint/11801

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