THE EFFECT OF USING GUESSING GAME IN TEACHING VOCABULARY: AN EXPERIMENTAL STUDY AT THE 8TH GRADE STUDENTS OF SMPN 7 MATARAM IN ACADEMIC YEAR 2016/2017
Main Author: | Rahayu, Baiq Aprilia |
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Format: | Thesis NonPeerReviewed Book |
Bahasa: | eng |
Terbitan: |
, 2017
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Subjects: | |
Online Access: |
http://eprints.unram.ac.id/191/1/Skripsi_BAIQ%20APRILIA%20RAHAYU_E1D%20012%20006.pdf http://eprints.unram.ac.id/191/ |
ctrlnum |
191 |
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fullrecord |
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<dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><relation>http://eprints.unram.ac.id/191/</relation><title>THE EFFECT OF USING GUESSING GAME IN TEACHING 
VOCABULARY: AN EXPERIMENTAL STUDY AT THE 8TH GRADE 
STUDENTS OF 
SMPN 7 MATARAM IN ACADEMIC YEAR 2016/2017</title><creator>Rahayu, Baiq Aprilia</creator><subject>L Education (General)</subject><description>The aim of this study was to find out the effect of using guessing game in teaching 
vocabulary. This research was conducted at SMPN 7 Mataram located on Jl. 
Bungkarno, Pagutan, Mataram. This study used a purposive sampling to choose the 
sample of the study. There were two classes taken as control and treatment class. The 
83
class was taken as the control group, while the 82
class as the experimental class. 83

class consists of 45 students while the 82
class consists of 46 students. There were 
three procedures of data collection; pre-test, treatment, and post-test. Pre-test was 
given in both experimental and control groups to know students’ current knowledge 
of vocabulary mastery. The average scores of pre-test were 49.61 for experimental 
group and 49.07 for the control group. The next section was treatment, in which the 
experimental group was treated by using guessing game technique while the control 
group was taught by using crossword puzzle. The last step was post-test conducted in 
both groups to identify is guessing game effective to be used in teaching vocabulary 
with the result of average scores of post-test 76.02 for experimental group and 65.78 
for control group. Futhermore, the data were analyzed by using t-test formulation for 
the numerical data and identification. Research result showed that the t-test score is 
2.76 which is higher than the value of t-table in the degree of freedom 75 and at the 
confidence level 0.05 is 1.992, moreover at the confidence level 0.1 is 2.642. It also 
indicates that the Alternative Hypotheses (Ha): “Guessing Game is effective in 
teaching vocabulary at the 8th grade students of SMPN 7 Mataram.” is accepted. 
While, the Null Hypotheses (H0): “Guessing Game is not effective in teaching 
vocabulary at the 8th grade students of SMPN 7 Mataram.” is rejected.</description><date>2017</date><type>Thesis:Thesis</type><type>PeerReview:NonPeerReviewed</type><type>Book:Book</type><language>eng</language><identifier>http://eprints.unram.ac.id/191/1/Skripsi_BAIQ%20APRILIA%20RAHAYU_E1D%20012%20006.pdf</identifier><identifier> Rahayu, Baiq Aprilia (2017) THE EFFECT OF USING GUESSING GAME IN TEACHING VOCABULARY: AN EXPERIMENTAL STUDY AT THE 8TH GRADE STUDENTS OF SMPN 7 MATARAM IN ACADEMIC YEAR 2016/2017. S1 thesis, Universitas Mataram. </identifier><recordID>191</recordID></dc>
|
language |
eng |
format |
Thesis:Thesis Thesis PeerReview:NonPeerReviewed PeerReview Book:Book Book |
author |
Rahayu, Baiq Aprilia |
title |
THE EFFECT OF USING GUESSING GAME IN TEACHING
VOCABULARY: AN EXPERIMENTAL STUDY AT THE 8TH GRADE
STUDENTS OF
SMPN 7 MATARAM IN ACADEMIC YEAR 2016/2017 |
publishDate |
2017 |
topic |
L Education (General) |
url |
http://eprints.unram.ac.id/191/1/Skripsi_BAIQ%20APRILIA%20RAHAYU_E1D%20012%20006.pdf http://eprints.unram.ac.id/191/ |
contents |
The aim of this study was to find out the effect of using guessing game in teaching
vocabulary. This research was conducted at SMPN 7 Mataram located on Jl.
Bungkarno, Pagutan, Mataram. This study used a purposive sampling to choose the
sample of the study. There were two classes taken as control and treatment class. The
83
class was taken as the control group, while the 82
class as the experimental class. 83
class consists of 45 students while the 82
class consists of 46 students. There were
three procedures of data collection; pre-test, treatment, and post-test. Pre-test was
given in both experimental and control groups to know students’ current knowledge
of vocabulary mastery. The average scores of pre-test were 49.61 for experimental
group and 49.07 for the control group. The next section was treatment, in which the
experimental group was treated by using guessing game technique while the control
group was taught by using crossword puzzle. The last step was post-test conducted in
both groups to identify is guessing game effective to be used in teaching vocabulary
with the result of average scores of post-test 76.02 for experimental group and 65.78
for control group. Futhermore, the data were analyzed by using t-test formulation for
the numerical data and identification. Research result showed that the t-test score is
2.76 which is higher than the value of t-table in the degree of freedom 75 and at the
confidence level 0.05 is 1.992, moreover at the confidence level 0.1 is 2.642. It also
indicates that the Alternative Hypotheses (Ha): “Guessing Game is effective in
teaching vocabulary at the 8th grade students of SMPN 7 Mataram.” is accepted.
While, the Null Hypotheses (H0): “Guessing Game is not effective in teaching
vocabulary at the 8th grade students of SMPN 7 Mataram.” is rejected. |
id |
IOS5428.191 |
institution |
Universitas Mataram |
institution_id |
133 |
institution_type |
library:university library |
library |
Perpustakaan Universitas Mataram |
library_id |
541 |
collection |
Institutional Repository |
repository_id |
5428 |
subject_area |
Law/Ilmu Hukum Scientist/Ahli Sains, Ilmuwan Agriculture/Industri Pertanian Economic Institutions/Institusi Ekonomi |
city |
KOTA MATARAM |
province |
NUSA TENGGARA BARAT |
repoId |
IOS5428 |
first_indexed |
2018-03-30T03:15:21Z |
last_indexed |
2018-03-30T03:15:21Z |
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1686351077552685056 |
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17.538404 |