<?xml version="1.0" encoding="UTF-8" ?>
<modsCollection xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" xmlns:slims="http://slims.web.id" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd">
<mods version="3.3" ID="35892">
<titleInfo>
<title><![CDATA[THE IMPLEMENTATION OF HIDDEN WORD PUZZLE GAME TECHNIQUE IN IMPROVING VOCABULARY OF XI GRADERS OF SMAN 6 KUPANG IN THE ACADEMIC YEAR 2025&#47;2026]]></title>
</titleInfo>
<name type="Personal Name" authority="">
<namePart>Armelia Pati Raja</namePart>
<role><roleTerm type="text">Pengarang</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>SELFIANA P MBADI</namePart>
<role><roleTerm type="text">Dosen Pembimbing 2</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Alexander H. Kabelen</namePart>
<role><roleTerm type="text">Dosen Pembimbing 1</roleTerm></role>
</name>
<name type="Personal Name">
<namePart>Alexander Home Kabelen</namePart>
<role><roleTerm type="text">Penguji 1</roleTerm></role>
</name>
<name type="Personal Name">
<namePart>Novriani Rabeka Manafe</namePart>
<role><roleTerm type="text">Ketua Penguji</roleTerm></role>
</name>
<name type="Personal Name">
<namePart>SELFIANA P MBADI</namePart>
<role><roleTerm type="text">Penguji 2</roleTerm></role>
</name>
<typeOfResource manuscript="yes" collection="yes"><![CDATA[mixed material]]></typeOfResource>
<genre authority="marcgt"><![CDATA[bibliography]]></genre>
<originInfo>
<place><placeTerm type="text"><![CDATA[Kupang]]></placeTerm></place>
<publisher><![CDATA[UPT Perpustakaan Undana]]></publisher>
<dateIssued><![CDATA[2026]]></dateIssued>
<issuance><![CDATA[monographic]]></issuance>
<edition><![CDATA[Published]]></edition>
</originInfo>
<language>
<languageTerm type="code"><![CDATA[en]]></languageTerm>
<languageTerm type="text"><![CDATA[English]]></languageTerm>
</language>
<itemType>
<itemTypeTerm type="code"><![CDATA[]]></itemTypeTerm>
<itemTypeTerm type="text"><![CDATA[Skripsi]]></itemTypeTerm>
</itemType>
<copyright>
<copyrightTerm type="code"><![CDATA[2]]></copyrightTerm>
<copyrightTerm type="text"><![CDATA[Individu Penulis]]></copyrightTerm>
</copyright>
<physicalDescription>
<form authority="gmd"><![CDATA[Skripsi]]></form>
<extent><![CDATA[xiii + 70 hlm]]></extent>
</physicalDescription>
<note>This study was conducted to answer two research questions, namely how the Hidden Word
Puzzle Game technique was implemented in teaching vocabulary to the eleventh-grade students of
SMAN 6 Kupang and whether the technique was effective in improving their vocabulary mastery in
the academic year 2025/2026. The researcher used a quantitative method with a quasi-experimental
design involving an experimental group and a control group, each consisting of 11 students selected
from the eleventh grade. The main instrument used in this study was a vocabulary test, which was
given in the form of a pre-test and a post-test to measure the students’ vocabulary mastery before
and after the treatment. The experimental group was taught by using the Hidden Word Puzzle Game,
while the control group was taught by using the conventional teaching method. The statistical
hypothesis of this study stated that the Hidden Word Puzzle Game had a significant effect on
students’ vocabulary mastery, while the null hypothesis stated that there was no significant effect.
The findings showed that both groups experienced improvement, but the experimental group
obtained better results than the control group. The mean score of the experimental group increased
from 52.27 in the pre-test to 75.91 in the post-test, while the control group increased from 50.45 to
67.73. In addition, the effect size analysis showed a Cohen’s d value of 1.15, which was categorized
as a strong effect, indicating that the difference between the two groups was not only statistically
visible but also practically meaningful. Based on these findings, it can be concluded that the Hidden
Word Puzzle Game is effective in improving vocabulary mastery, and it can be used as an alternative
technique in teaching English vocabulary because it helps students learn in a more active, enjoyable,
and effective way.</note>
<classification><![CDATA[88203]]></classification><ministry><![CDATA[88203]]></ministry><studentID><![CDATA[2001020059]]></studentID><identifier type="isbn"><![CDATA[20260713]]></identifier><departementID><![CDATA[Pendidikan Bahasa Inggris]]></departementID><urlCrossref><![CDATA[0]]></urlCrossref><location>
<physicalLocation><![CDATA[Setiadi Repository UPT Perpustakaan Undana]]></physicalLocation>
<shelfLocator><![CDATA[882.03 aja T]]></shelfLocator>
</location>
<slims:digitals>
<slims:digital_item id="37022" url="" path="/88203-S1-2001020059-2026-SKRIPS.pdf" mimetype="application/pdf"><![CDATA[THE IMPLEMENTATION OF HIDDEN WORD PUZZLE GAME TECHNIQUE IN IMPROVING VOCABULARY OF XI GRADERS OF SMAN 6 KUPANG IN THE ACADEMIC YEAR 2025/2026]]></slims:digital_item>
</slims:digitals><slims:image><![CDATA[Cover_skripsi.png.png]]></slims:image>
<recordInfo>
<recordIdentifier><![CDATA[35892]]></recordIdentifier>
<recordCreationDate encoding="w3cdtf"><![CDATA[2026-08-03 18:41:43]]></recordCreationDate>
<recordChangeDate encoding="w3cdtf"><![CDATA[2026-08-03 18:41:43]]></recordChangeDate>
<recordOrigin><![CDATA[machine generated]]></recordOrigin>
</recordInfo></mods></modsCollection>