THE EFFECT OF JUMBLED-LETTERS GAME TO IMPROVE VOCABULARY MASTERY OF THE SEVENTH-GRADE STUDENTS OF SMPN 3 BATU

Main Author: Arianti, Nova
Format: Thesis NonPeerReviewed Book
Bahasa: eng
Terbitan: , 2016
Subjects:
Online Access: http://eprints.umm.ac.id/21802/1/jiptummpp-gdl-novaariant-42731-2-chapter1.pdf
http://eprints.umm.ac.id/21802/2/jiptummpp-gdl-novaariant-42731-1-pendahul-n.pdf
http://eprints.umm.ac.id/21802/
Daftar Isi:
  • Game plays an ideal method in teaching and learning process because it can be used to attract the students’ attention in order to improve vocabulary mastery. The purpose of this study is intended to find out the effect of Jumbled-letters Game to improve students’ vocabulary mastery of the seventh-grade students of SMPN 3 Batu. This research used quasi-experimental research and cluster sampling to determine control and experimental group. The researcher took class 7D of SMPN 3 Batu which consists of 32 students as a control group and class 7E which consists of 31 students as an experimental group.The instrument used to collect the data was test. Test was used to know the students’ vocabulary mastery before and after the students got treatment. There were two kinds of test: pre-test and post-test. The data analysis used independent sample T-test. Based on the result of independent sample T-test analysis in post-test, the study showed that p-value was 0.281 and the significant level 0.05. So, the significance value (p-value) was higher than significant level 0.05 (0.281 > 0.05). This meant that, Ha was rejected and Ho was accepted. The calculation indicated that using Jumbled-letters Game did not give significant effect to improve vocabulary mastery of the seventh-grade students of SMPN 3 Batu.