IMPROVING STUDENTS’ VOCABULARY MASTERY THROUGH GAMES (An Action Research of the Eighth Grade of SMPN 3 Kuripan Academic Year 2011-2012)

Main Author: Febrianti, Rosalina
Format: Thesis NonPeerReviewed Book
Bahasa: eng
Terbitan: , 2011
Subjects:
Online Access: http://eprints.unram.ac.id/10635/1/Skripsi%20NEW.doc
http://eprints.unram.ac.id/10635/2/THESIS%20APPE.docx
http://eprints.unram.ac.id/10635/
Daftar Isi:
  • This final project was about improving students’ vocabulary mastery through games for the eighth grade students of SMPN 3 Kuripan. It aimed at explaining the way games improve students’ vocabulary mastery and also the strengths and the weaknesses of using games in teaching learning. The population of this project was 80 students of the eighth grade of SMPN 3 Kuripan. Using Random Sampling technique, the observer took VIII A class, which consisted of 40 students, as the population sample. There were three types of games used during the research (Labeling game, Chain words game and Slap game). This study was divided into two cycles. In the first cycle, the observer used slap games and the topic was animal and family. In the second cycle, the observer used labeling game and chain words, and the topic was about Jobs and Parts of Body. The students showed significant progress from each cycle, which can be seen on the test results. Before doing the research, the observer conducted a test to identify students’ vocabulary mastery and the result showed that there were only 34% of the students passing the test. At the first cycle, the observer gave the test again to measure the students’ improvement and the number of students who passed the test became 47.9 %. At the second cycle, there were 74.4% of the students passing the test. It means that the students had passed the standard of passing grades. From this result, the observer concluded that games can improve the student vocabulary mastery.