Electronic Theses and Dissertation
Universitas Syiah Kuala
SKRIPSI
THE EFFECTIVENESS OF COLLECT AND EXCHANGE VOCABULARY GAME ON STUDENTS' VOCABULARY MASTERY (AN EXPERIMENTAL RESEARCH ON EIGHTH GRADE STUDENTS OF SMP 14 BANDA ACEH)
Pengarang
Siti Arpah - Personal Name;
Dosen Pembimbing
Diana - 197910012006042001 - Dosen Pembimbing I
Dian Fajrina - 198012062005012002 - Dosen Pembimbing II
Nomor Pokok Mahasiswa
1806102020023
Fakultas & Prodi
Fakultas KIP / Pendidikan Bahasa Inggris (S1) / PDDIKTI : 88203
Subject
Kata Kunci
Penerbit
Banda Aceh : Fakultas KIP Pendidikan Bahasa Inggris., 2024
Bahasa
No Classification
-
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Salah satu kesulitan yang dihadapi siswa dalam belajar bahasa Inggris adalah penguasaan kosakata. Penelitian ini bertujuan untuk memperkaya penguasaan kosakata siswa menggunakan metode Collect and Game Pertukaran Kosakata diadopsi dari Game Kosakata Tingkat Menengah yang ditulis oleh Jill Hadfield (1999). Penelitian ini menggunakan pendekatan kuantitatif dan desain quasi eksperimen dengan desain kelompok kontrol nonekuivalen diadopsi. 40 siswa dari kelas delapan kelas SMP Negeri 14 Banda Aceh dipilih sebagai sampel. Untuk mengumpulkan data, peneliti menggunakan beberapa prosedur; pra-tes, perlakuan, dan pasca-tes. Ujian terdiri dari 20 pertanyaan yang berhubungan dengan kosa kata. Data dianalisis menggunakan
analisis deskriptif, analisis inferensial, dan aplikasi SPSS Statistics 20.0 sebagai alatnya alat. Hasil analisis deskriptif menunjukkan bahwa nilai rata-rata post-test sebesar kelas kontrol adalah 55 dan 95 untuk kelas eksperimen. Kemudian hasil analisis inferensial
lebih kecil dari signifikansi alpha (0,00 < 0,05) yang berarti Ha diterima dan Ho ditolak. Sebagai kesimpulan, penggunaan Game Kumpulkan dan Tukar Kosakata telah secara efektif memperkaya penguasaan kosakata.
Kata Kunci: Collect and Exchange Vocabulary Game, Penguasaan Kosakata
One of the difficulties faced by students in learning English is vocabulary mastery. This study aimed at enriching the student’s vocabulary mastery using the Collect and Exchange Vocabulary Game adopted from Intermediate Vocabulary Games written by Jill Hadfield (1999). A quantitative approach research and quasi-experimental design with nonequivalent control-group design was adopted. 40 students from the eighth grade of SMP Negeri 14 Banda Aceh were chosen as the sample. To collect the data, the researcher used some procedures; pre-test, treatment, and post-test. The test consists of 20 questions related to vocabulary. The data were analyzed using descriptive analysis, inferential analysis, and SPSS Statistics 20.0 application as the tool. The descriptive analysis result shows that the mean score of the post-test of control class was 55 and 95 for experimental class. Then the inferential analysis result was smaller than the alpha significant (0,00 < 0,05), that means Ha was accepted and Ho was rejected. As a conclusion, the use of Collect and Exchange Vocabulary Game has effectively enriched the vocabulary mastery. Keywords: Collect and Exchange Vocabulary Game, Vocabulary mastery
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