IMPROVING STUDENTS’ VOCABULARY ACHIEVEMENT BY USING CROSSWORD PUZZLE GAME: (Classroom Action Research in Grade VIII A on SMP Negeri 8 Mataram Academic Year 2013/2014)

Main Author: WADINI, HENY CITHA
Format: Thesis NonPeerReviewed Book
Bahasa: eng
Terbitan: , 2014
Subjects:
Online Access: http://eprints.unram.ac.id/366/1/HENY%20CITHA%20WADINI%20E1D%20109%20092.pdf
http://eprints.unram.ac.id/366/
Daftar Isi:
  • This research aimed to improve the students’ vocabulary achievement by using crossword puzzle game. This research was conducted as the classroom action research. This research conducted the planning, implementation, observation, and reflection continually. This research consists of 2 cycles. In each cycle the students had been given treatments. The data were collected from pre-test and post-test. From 41 students, there were 40 students joined the test. The result of the study showed that using crossword puzzle game could improve the students’ vocabulary achievement. Based on the result of pre-test and post-test in two cycles, it could be concluded that the second grade of students at SMP Negeri 8 Mataram achieved better scores after the treatments given. It can be seen from M( mean scores) of pre- test to the post-test in cycle I to cycle II. The M(mean scores) in the pre test to cycle 1 was 47 to 61.25, and the mean from the post-test in cycle I to cycle II was 61.25 to 80.75. The percentage from the pre-test to the post-test in cycle I was 12.75% to 37.5%, and the percentage score in cycle I to cycle II was 37.5% to 87.5% .The teaching learning process is said to be successful when the score of the students reached 70 point of KKM (Minimum Standard). The students who reached score above 70 were categorized succeed and improved in each cycles. From the pre-test to the cycle I, the total of students who had passed the minimum standard score were 5 to 15, and the total of students who passed the post-test from cycle I to cycle II were 15 to 35 students.