Skripsi
Using Semantic Mapping Games To Enhance Vocabulary Mastery Of The Mangrove Leaf Community Students In Grade 6, In Oesapa, Kupang
XML
The qualitative descriptive method conducted on Mangrove Leaf students. In this study, the researcher applied 2 research cycles. Each cycle consisted of four steps; planning, acting, observing, and reflecting. Researchers used two techniques to collect data, namely: observation, and documentation. The data were classified in the form of quantitative. Qualitative data were obtained through game tests. Qualitative data were analyzed using the statistics formula. The result of the study in each cycle showed an increase in the number of students who got scores above the passing grade, from 2 students in pre-cycle to 11 students in cycle 2. The percentage of success increased from 43 to 75% in pre-cycle, 62, 50% in cycle 1, and 82.91% in cycle 2. This result also showed that semantic mapping games effectively improved students’ vocabulary mastery at the elementary school education level, especially in grade 6 in mangrove leaf students.
Keywords: Vocabulary, Semantic Mapping, Games, Enhance
Detail Information
Item Type |
Skripsi
|
---|---|
Penulis |
Maria Novita Nora - Personal Name
|
Student ID |
2001020037
|
Dosen Pembimbing |
Soleman Dapa Taka - 19650722 199303 1 002 - Dosen Pembimbing 1
NOVRIANI RABEKA MANAFE - 197811052003122001 - Dosen Pembimbing 2 |
Penguji |
Elisna Huan - 198307152010122001 - Ketua Penguji
Novriani Rabeka Manafe - 197811052003122001 - Penguji 1 Soleman Dapa Taka - 196507221993031002 - Penguji 2 |
Kode Prodi PDDIKTI |
88103
|
Edisi |
Published
|
Departement |
Pendidikan Bahasa Inggris
|
Kontributor | |
Bahasa |
English
|
Penerbit | UPT Perpustakaan Undana : Kupang., 2025 |
Edisi |
Published
|
Subyek | |
No Panggil |
882.03 Nor U
|
Copyright |
Individu Penulis
|
Doi |