THE USE OF CROSSWORD PUZZLE ON STUDENTS’ INTERACTION IN LEARNING VOCABULARY AT SMP NEGERI 8 BANDAR LAMPUNG

Resti Febtrina , 1013042054 (2014) THE USE OF CROSSWORD PUZZLE ON STUDENTS’ INTERACTION IN LEARNING VOCABULARY AT SMP NEGERI 8 BANDAR LAMPUNG. Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lampung.

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IN COVER.pdf

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ADMITTION.pdf

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TABLE OF CONTENTS.pdf

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Abstract

Penelitian ini bertujuan untuk mengetahui apakah crossword puzzle dibutuhkan untuk mempengaruhi interaksi siswa dalam pembelajaran kosa-kata dan untuk menelaah motivasi siswa dalam berinteraksi ketika mereka belajar kosa-kata. Desain penelitian ini adalah kualitatif phenomenological. Subjek penelitian ini adalah siswa kelas VIII B di SMPN 8 Bandar Lampung, tahun ajaran 2013-2014. Peneliti menggunakan tiga instrumen pengambilan data: observasi, dokumentasi, dan wawancara. Data dianalisis dengan menggunakan teori interaksi. Hasil penelitian menunjukkan bahwa total interaksi yang tercipta sekitar 150 interaksi, 133 interaksi siswa-siswa (89.26 %) dan 17 lainnya interaksi antara siswa-guru (10.69 %). Jumlah akhir interaksi siswa-siswa lebih tinggi dari interaksi siswa-guru di dalam kelas. Dapat dikatakan crossword puzzle memiliki pengaruh positive terhadap interaksi siswa di kelas dan dapat memotivasi siswa untuk berinteraksi aktif dalam proses belajar. This research was intended to find out whether a crossword puzzle game was needed to affect the students’ interaction in learning vocabulary and to investigate the students’ motivation to interact when they was learning vocabulary. This research used phenomenological qualitative study. The participants were students at SMPN 8 Bandar Lampung, VIII B class in academic year 2013-2014. Researcher used three data collecting techniques: observation, documentation, and interview. The data were analyzed using some theory interaction patterns and interaction categories. The results showed that the total numbers of interactions in the class were 150 interactions, 133 interactions (89.26 %) were students-students interactions, and 17 interactions (10.69 %) were student-teacher interactions. The total number of students-students interaction was higher than students-teacher interactions. It means that crossword puzzle game has influenced positively the students’ interaction and motivated the students to interact actively in learning process.

Item Type: Other
Subjects: A General Works = Karya Karya Umum
Divisions: FKIP > Prodi Bahasa Inggris
Depositing User: 087865 . Digilib
Date Deposited: 03 Oct 2014 02:50
Last Modified: 03 Oct 2014 02:50
URI: http://digilib.unila.ac.id/id/eprint/3787

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