The Effect of Playing “Who am I and What is It?” Game in Improving the Tenth Grade Students’ Vocabulary Mastery at SMA 107 Jakarta Timur

Jansen, Deni (2014) The Effect of Playing “Who am I and What is It?” Game in Improving the Tenth Grade Students’ Vocabulary Mastery at SMA 107 Jakarta Timur. S1 thesis, Universitas Kristen Indonesia.

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Abstract

Penelitian ini dilakukan untuk mengetahui pengaruh penggunaan permainan “Who am I and What is It?” dalam meningkatkan kosakata siswa. Untuk mencapai tujuan tersebut, data dikumpulkan melalui studi eksperimental dari tiga puluh sembilan siswa sebagai kelas kontrol dan tiga puluh sembilan siswa sebagai kelas eksperimen . Penelitian dilakukan dengan memberikan pre-test dan post-test pada kedua kelas sebagai instrumen dalam penelitian ini. Hasil penelitian menunjukkan bahwa ada pengaruh yang signifikan dari pelaksanaan permainan “Who am I and What is It?” pada siswa kelas X di SMA 107 Jakarta Timur. Hal ini ditunjukan pada hasil perhitunggan statistik yang menunjukan bahwa thitung (=19.395) > ttable (=1.992) dengan tingkat sig. (=0.05) dan deviasi kebebasan (=76), melalui perhitungan tersebut maka Ho ditolak dan Ha diterima. Berdasarkan hasil perhitungan statistk dapat disimpulkan bahwa permainan “Who am I and What is It” secara signifikan memberikan efek untuk meningkatkan penguasaan kosa kata pada siswa. Dengan demikian permainan dapat digunakan sebagai alternatif untuk mengatasi kesulitan dalam mengajarkan kosakata kepada siswa, khususnya di SMA 107 Jakarta Timur. This study was conducted to investigate the effect of playing “Who am I and What is It?” game in improving students’ vocabulary mastery. To attain the objective, data were collected through experimental study from thirty nine students as control class and thirty nine students as experiment class. The research was conducted by giving pre-test and post-test to both classes as the instrument in this research. The results of the research revealed that there was a significant effect of implementing “Who am I and What is It?” game to the tenth graders at SMA 107 Jakarta Timur. It was indicated by the statistic calculation that showed the tcount (=19.395) > ttable (=1.992) with sig. level (=0.05) and d.f (=76). Through the calculation the Ho was rejected and Ha was accepted. Based on the statistic calculation, it can be concluded that “Who am I and What is It?” game significantly gave effect to improve students’ mastery in vocabulary. It is than suggested that the game can be used as an alternative solution to cope with difficulties in teaching vocabulary to the students, especially at SMA 107 Jakarta Timur.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorSoelistio, Maria HannyUNSPECIFIEDUNSPECIFIED
Thesis advisorHutabarat, H.Anggiat M.321116903UNSPECIFIED
Subjects: EDUCATION
EDUCATION > Theory and practice of education
EDUCATION > Theory and practice of education > Teaching (Principles and practice)
LANGUAGE AND LITERATURE
Divisions: FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN > Pendidikan Bahasa Inggris
Depositing User: Ms Mentari Simanjuntak
Date Deposited: 07 Aug 2020 08:20
Last Modified: 07 Aug 2020 08:20
URI: http://repository.uki.ac.id/id/eprint/2023

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