Trisnawati, Arum (2018) The Effectiveness of Using Games in Teaching Vocabulary for Young Learners. Skripsi, Tarbiyah dan Keguruan.
Text
PERNYATAAN.pdf Download (213kB) |
|
Text
AWAL.pdf Download (384kB) |
|
Text
ABSTRAK.pdf Download (163kB) |
|
Text
BAB I.pdf Download (202kB) |
|
Text
BAB II.pdf Restricted to Repository staff only Download (180kB) |
|
Text
BAB III.pdf Download (243kB) |
|
Text
BAB IV.pdf Download (255kB) |
|
Text
BAB V.pdf Download (82kB) |
|
Text
DAFTAR PUSTAKA.pdf Download (136kB) |
|
Text
LAMPIRAN.pdf Download (1MB) |
ABSTRAK
Arum Trisnawati. 2017. The Effectiveness of Using Games in Teaching Vocabulary for Young Learners. Thesis. English Education Department, Faculty of Tarbiyah and Teachers Training. Advisors: (1) Drs. H. Ahdi Makmur, M.Ag., Ph.D (2) Afifah Linda Sari, S.S., M.Pd Keywords: Effectiveness, Games, Teaching Vocabulary and Young Learners. Vocabulary is the first stage in any language learning. Without vocabulary, people cannot communicate effectively. Some students have difficulties to memorize new vocabulary. Therefore, the researcher is interested to know the students’ score of using games in teaching vocabulary for young learners at SDN Kebun Raya 1 Kintap. The problem statements of this research are: (1) Is there any significant different in score between students’ mastery of English vocabulary in control class and experiment class?. The research design in conducting the research, the researcher uses quantitative method, basically on experimental research. The primary data will be collected by conducting test (pre and post test). The Population and sample of the research are students class V A and V B of SDN Kebun Raya 1 Kintap academic year 2016/2017 with the total number is 42 students. To collect the data, the researcher used the techniques of observation, test and documentary. Data processing in this research was divided into five phases: editing, coding, scoring, tabulating and data interpretation. Then, all the data are analyzed quantitatively. The result of this research states that the students’ vocabulary achievement in control class is 70,62 and in experiment class is 88,098. In addition, there is a significant difference score between control class that taught without using games and experiment class that taught by using games. Therefore, using games in teaching vocabulary at SDN Kebun Raya 1 Kintap is effective and the hypothesis (Ha) is accepted because the students’ t test (to) = 4,56 is higher than t table (tt) 5% = 2,02 and 1% = 2,71.
Item Type: | Skripsi |
---|---|
Subjects: | L Education > L Education (General) |
Depositing User: | Skripsi Arum Trisnawati |
Date Deposited: | 28 Feb 2018 01:05 |
Last Modified: | 28 Feb 2018 01:05 |
URI: | http://idr.uin-antasari.ac.id/id/eprint/9499 |
Actions (login required)
View Item |