The Use Of Guessing Game To Improve Student’s Vocabulary Mastery Of The Seventh-Grade Students Of SMPN 20 Kota Kupang In The Academic Year 2022/2023

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The Use Of Guessing Game To Improve Student’s Vocabulary Mastery Of The Seventh-Grade Students Of SMPN 20 Kota Kupang In The Academic Year 2022/2023

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Guessing game is a game that helps students to achieve goals in increasing their vocabulary in learning English. The aims of this research is to find out the extent do seventhgrade students of SMPN 20 Kota Kupang in the academic year 2022/2023 have vocabulary mastery by using a guessing game and also to know the weakness of using the guessing game of seventh-grade students of SMPN 20 Kota Kupang in the academic year 2022/2023 in teaching English vocabulary. The method used in this research is classroom action research (CAR). Classroom action research consists of two cycles through planning, action, observation, and reflection. The subject of this research consisted of 28 students of VII-A at
SMPN 20 Kota Kupang. The research instrument is a multiple-choice test consisting of 20 numbers. To collecting the data, the writer used pre-test and post-test. In the technique of analyzing data, the writer used qualitative data. To find out the increase in student vocabulary mastery can be seen from the results of the pre-test and post-test. The average student pre-test score was 50.19. In the pre-test, there were only three students passed out of 28 students and got a score of 75 with a percentage of 10.71%, while the average student's post-test score was 74.46 and there were 27 student’s got a score of 75 with a percentage of 94.46%. There was only one student who get an average score below 75. The data above it shows that there is an increase in student vocabulary from the post-test cycle two because students are more active and participate in the learning process, it can be seen from the increased score of students in the process of teaching-learning with the help of game media, namely guessing game. By using a guessing game students feel active in class so students don’t feel bored during the teaching and learning process.
Key words: Guessing Game, Improve, Vocabulary, Mastery


Detail Information

Item Type
Skripsi
Penulis
Adrini Ningsi Bani - Personal Name
Student ID
1632020017
Dosen Pembimbing
Penguji
Hilda M. Nalley - 195807061988032001 - Ketua Penguji
Gracia M.N. Otta, S.Pd., M.Hum - 198411252010122007 - Penguji 1
JHON BHAE - - Penguji 2
Kode Prodi PDDIKTI
88103
Edisi
Published
Departement
Pendidikan Bahasa Inggris
Kontributor
Bahasa
English
Penerbit UPT Perpustakaan Undana : Kupang.,
Edisi
Published
Subyek
No Panggil
882.03 BAN T
Copyright
Individu Penulis
Doi

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