THE RELATIONSHIP BETWEEN VIDEO GAME EXPOSURE AND VOCABULARY COMPREHENSION AMONG SECOND GRADE STUDENTS AT SMAN 14 BANDAR LAMPUNG

Mubamad , Ihsan Aditya (2024) THE RELATIONSHIP BETWEEN VIDEO GAME EXPOSURE AND VOCABULARY COMPREHENSION AMONG SECOND GRADE STUDENTS AT SMAN 14 BANDAR LAMPUNG. FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN , UNIVERSITAS LAMPUNG.

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

The aim of this research is to asscss the development ofstudents' English language skills, particularly in vocabulary comprehension, through video game @xposure. The study was conducted at SMAN 14 Bandar Lampung. involving 36 students from class XI-1I. Data was collected using a yuestionnaire and a vocabulary size tcst. A guantitative approach, utilizing the correlation method, was employed to analyze the collected data. The resultso f the guestionnaire revealed that 18students hadthe highestlevel o f Video game exposure. 12 studenis had a medium level, and 6 students had the lowesi level of exposure. The vocabulary size test showed that 17 students scored the highest in comprehension. 1S students had good scores, 3 students scored satisfactorily, andi 1 student soored low. The analysis and statistical calculations imdicated a correlation coefficieni (rxy) o f 0.421, demonstrating a positive of relationship betwcen vxdco gamc cxposuc and students" vocabulary comprehension skills. This positive relationship of this two variables suggests that higher video game exposure is associated with better vocabulary comprehension amongthe secondgradestudentsat SMAN1 4 Bandar Lampung. la conclusion, vocabulary comprehension plays a vital role in language proficiency, and language teachers must priontize vocabulary leaming in their instructional practices. By embracing innovaive approaches, such incorporating video games, educators can effectively support students in @xpanding their vocabulary Knowledge to meetthe demanda of English language leaming. Keywords: Correlation analysis, English language skills. Educational research, Exposure levels, Vocabulary comprehension, Video games, Vocabulary size test, @uantitative approach.

Jenis Karya Akhir: Skripsi
Subyek: 300 Ilmu sosial > 370 Pendidikan
400 Bahasa
Program Studi: FKIP > Prodi Bahasa Inggris
Pengguna Deposit: UPT . Desi Zulfi Melasari
Date Deposited: 25 Jan 2025 03:36
Terakhir diubah: 25 Jan 2025 03:36
URI: http://digilib.unila.ac.id/id/eprint/81541

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