scholarly journals TEACHING ENGLISH VOCABULARY USING CROSSWORD PUZZLE GAME AT THE SEVENTH GRADE STUDENTS

2018 ◽  
Vol 1 (3) ◽  
pp. 235
Author(s):  
Yayang Taofik Anwar ◽  
Efransyah Efransyah

Teaching English is one of activity in the classroom. A game can use to improve students’ vocabularies mastery in the process of teaching learning, so students do not get bored while studying English. This research is attempted to verify the effectiveness of the Crossword Puzzle Game in teaching vocabulary at the seventh grade students of SMPN 10 Cimahi. The main objective is to figure out whether the crossword puzzle game is effective to improve the students’ vocabularies or not. The method is used quantitative research and pre-experimental research design conducted in one class. The populations of this research are the seventh grade students. And the sample is one class of the seventh grade students, which is class VII.E that consists of 32 students. The data is collected with the pretest and posttest as an instrument. The data analysis shows the result of mean score of posttest is higher than mean score of the pretest. The result of computation using Wilcoxon based on the table of test statistics, asymptotic significance (2-tailed) = 0.000 which is lower than 0.05. It means the alternative hypothesis is supported. Therefore, teaching English vocabulary using crossword puzzle game is effective to improve the students’ vocabulary. Keywords: Teaching, Vocabulary, Crossword Puzzle Game

Author(s):  
Tuty Novelindah Purba

In general, this study was to determine the application of the quantum teaching-learning method with the discussion method in improving mathematics learning outcomes for seventh-grade students of SMP Negeri 2 Dolok Pardamean, Simalungun Regency. This study used experimental research on grade VII students of SMP Negeri 2 Dolok Pardamean, Simalungun Regency. The research was conducted by taking samples from two classes, namely the experimental class (15 students per class) and the control class (15 students per class). The sample categories were taken from two of four parallel categories that were determined randomly (random category samples). The tool used in this study was a testing technique in the form of empirically verified paper questions. Data analysis used the t-test, first testing for normality and homogeneity. Based on the results of data processing, it was known that the application of the quantum teaching-learning model with the discussion method had a significant effect on increasing mathematics learning outcomes obtained.


Author(s):  
Rifanda Goni ◽  
Meity Muntuuntu ◽  
Maikel Sanger

This study focuses on students’ interest in English, and how it influences students’ achievement. The aim of this study is to figure out whether there is a correlation between students’ interest and their academic achievement in learning English. The number of the sample in this research are 87 students at the second grade of SMA Negeri 1 Tomohon. This study used quantitative research design which is non-experimental research. The data collected with questionnaire to obtain the information about students’ interest and students’ achievement in learning English. The questionnaire consists of 31 items divided into positive and negative statements. The items were tested with SPPS to determent the validity and the reliability of each items. The data was analysed by using the formula of Pearson Product Moment Correlation. It was found that the correlation score was 0.424. The significance value was 0.217 showed in the r table. The score of correlation 0.424 was higher than the significance value 0.217, means that the alternative hypothesis was accepted. Based on the result, it can be concluded that there was a positive correlation between students’ interest and their academic achievement in learning English. The researcher suggests that the case interest is very important particularly in affecting students’ achievement, therefore it must be improved.


2020 ◽  
Vol 2 (2) ◽  
pp. 95-114
Author(s):  
Herman Herman ◽  
Theresia Aprina Rajagukguk ◽  
Partohap Saut Raja Sihombing

This study was focused on the effect of using collaborative writing on students’ achievement in writing recount text. The objective of this research was to find out the significant effect of collaborative writing on students’ achievement in writing recount text at students grade ten in SMK YP 1 HKBP Pematangsiantar. Two classes was taken as the sample of this research. The class X-MP as the experimental group that taught by using collaborative writing and X-MM as the control class taught by conventional method. This research design is quantitative research were gained by assessing the students’ writing skills through the pretest and posttest. The instrument of collecting data was writing test. After collecting data, it was found the main score of pretest to post test in experimental group was 48.47 to 89,647. The data were analyzed by using t-test formula. The result showed that the t-test is higher than the value of t-table. (5. 68 > 1.69 (α = 0.05)) with the degree of freedom (df) = 32. Based on the data analysis of the study, the result indicates that the alternative hypothesis (Ha) was accepted. It means that there is a significant effect of using Collaborative writing on students’ achievement in writing recount text of students grade ten in SMK YP1 HKBP Pematangsiantar.


2020 ◽  
Vol 3 (1) ◽  
pp. 109
Author(s):  
Chrissandra Intan Lube ◽  
Siti Nuraeni

Vocabulary is very important in learning English. To master four skills in English, we need mastery vocabulary first. So, the researchers use word game in the classroom to make students interest to learn vocabulary. The objective of this research is to know that the word game is effective to improve students’ vocabulary or not, through word game strategy among seventh-grade students of SMP Muslimin Cililin in the academic year of 2018/2019. The method used in this research is quantitative technique and the pre-experimental as a research design. This research was conducted in one class. The population in this research is seventh-grade students of SMP Muslimin Cililin with the total number of the population are 273 students consisting of 7 classes, and the sample is class VII.C that consist of 30 students. The data were collected with the pretest and posttest as an instrument. The researchers conducted the tests before (pre-test) and after (post-test). After that the researchers gave students treatments consists of five meetings. The result showed that  Sig. 0.000 and it was lower than 0.005 so, the null hypothesis was rejected and the alternative hypothesis was accepted. It means that teaching English vocabulary using a word game was effective to improve students’ vocabulary at seventh-grade. Keywords:  Word game, students’ vocabulary mastery.


2020 ◽  
Vol 3 (1) ◽  
pp. 51-60
Author(s):  
Heppy Sinaga ◽  
Herman Herman ◽  
Eben Pasaribu

This research is aimed to find out whether using Anagram Game give significant effect on students’ vocabulary achievement at grade eight of SMP Negeri 8 Pematangsiantar. Problem raised in this research is “What is the effect of Anagram Game on students’ vocabulary achievement at grade eight of SMP Negeri8 Pematangsiantar?”. To answer this problem the researcher uses some theories, namely: Bachtiar (2014), Harmer (2002), Hiebert and Kamil (2005), Hatch and Farhady (1982) and Sutherland (2009). This research is quantitative research design. Experimental was conducted as the method. The sample of this research are two classes which are VIII-4 as a control class because they are active with better achievement than other class and VIII-9 as an experimental class because they have lower achievement. The result shows that using Anagram Game on students’ vocabulary achievement at grade eight of SMP Negeri 8 Pematangsiantar got high level where as the score of t-test (4.65) was higher than t-table (1.679) at level of significant 5% for two tailed test. So Null Hypothesis was rejected and Alternative Hypothesis was accepted. After analyzing the data, the researcher concludes that using Anagram Game significantly affect the students’ vocabulary achievement and her suggestion is English teacher should have creative method in teaching English to their students especially to increase their vocabulary by using Anagram Game, so that they are not boring to learn English and make the enjoy on it.


2020 ◽  
Vol 7 (1) ◽  
pp. 27-34
Author(s):  
Rizqi Claudia Wardani.H ◽  
Isnaini Eddy Saputro ◽  
Siti Zuhriyanti Rusli

The objective of this research is to know whether there is any significant influence of using game online and improvement of the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong. This research was quantitative research. The researcher used pre-experimental research design. The population was the student of technology and Information . The sample were first, third, and fifth semesters. The researcher ask the student to play the game with English instruction and search the new word that they don’t know before. Researcher used test (pre-test and post-test) as the instrument in collecting data. The test consisted 20 question which is divided into multiple choice, matching, gap in the filling and making sentences form. The researcher analyzed the data using SPSS 22.0 for Windows. The result of data analysis using SPSS 22.0, the researcher gave interpretation toward “t” score by comparing t-value or t-count with t-table. The researcher interpretation that t-value (-7.121) with the significant value is 0.000. The score of t-table is (1,729) with significant level of 0.05 with df 19. It is known that t-value is higher than t-table (-7.121> 1,729) and P value smaller than 0,05. Therefore, there is a significant influence of using game online to improve the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong.  


2019 ◽  
Vol 2 (2) ◽  
pp. 110
Author(s):  
Wina Halimatus Sadiyah ◽  
Wina Septiani ◽  
Evie Kareviati

Vocabulary is important in English language. Because, to make a sentence an adequate vocabulary is needed. So, the researcher apply a method in the classroom which can make students motivated to learn vocabulary. The aim of the research is to know that the crossword puzzle is effective to improve students’ vocabulary or not through the use of crossword puzzles among seventh-grade students of MTs At-Taqwa Cihampelas in the academic year of 2018/2019. The method used in this research is quantitative technique and the pre-experimental research design conducted in one class. The population in this research is seventh-grade students of MTs At-Taqwa Cihampelas with the total number of the population are 104 students consisting of 3 classes, and the sample is class VII.A that consist of 30 students. The data is collected with the pretest and posttest as an instrument. The researcher conducted the tests before (pre-test) and after (post-test). After that the researcher give students a treatment consists of five meetings. The result show that the mean score of pre-test was 41.83, and the post-test was 75.67 after gives treatment uses crossword puzzle. It means that teaching English vocabulary using a crossword puzzle was effective media to improve students’ vocabulary at seventh-grade. Keywords:  crossword puzzle, students’ vocabulary mastery.


Author(s):  
Iriany Kesuma Wijaya ◽  
Rina Asrini Bakri ◽  
Antonius Ali Wutun ◽  
Fitriani Fitriani ◽  
Achsan Andi Mattoliang

<p class="0abstract">This study aims to determine the effectiveness of mobile learning based android in learning vocabulary at the seventh-grade students of SMP Batara Gowa. This type of research is pre-experimental. The research design used was pre-experimental design, namely one group pre-test post-test design. The populations in this study were all seventh-grade students of SMP Batara Gowa, and the sample was class VII.1 as the experimental class which was chosen by using purposive sampling. The results of the data analysis show that the mean score of post-test (70.55) was higher than the mean score of pre-test (34.65). The result of the t-test was 30.117 and t-table 2.093. It could be indicated that the null hypothesis (H0) was rejected and the alternative hypothesis (H1) was accepted. Based on the effectiveness criteria, generally using mobile learning based android was effective in learning vocabulary at the seventh-grade students of SMP Batara Gowa.</p>


2020 ◽  
Vol 7 (1) ◽  
pp. 8-14
Author(s):  
Doni Sudibyo ◽  
Agus Setiawan ◽  
Anis Rahmawati

In this study, the researcher used LRD strategy on narrative text to research The Influence of Using Listen-Read-Discuss (LRD) Strategy towards Students’ Reading Comprehension on Narrative Text at The Eleventh Grade of SMK Muhammadiyah Aimas, Sorong. This research was quantitative research. The researcher used quasi experimental research design. From the data analysis, the objective of this study is to know whether or not there is any significant influence of Listen-Read-Discuss (LRD) strategy towards students’ reading comprehension on narrative text at the eleventh grade of SMK Muhammadiyah Aimas, Sorong. Based on the data analysis, there is a significant influence of using Listen-Read-Discuss (LRD) strategy towards students’ reading comprehension on narrative text at the eleventh grade of SMK Muhammadiyah Aimas, Sorong after the strategy was applied.


2020 ◽  
Vol 3 (1) ◽  
pp. 98-101
Author(s):  
Deavy Safitri Murfita ◽  
Dian Novita

This research is to know is there is significant effect in reading comprehension achievement in X grade at SMK Walisongo 1 Gempol, being taught by suggestopedia method. This research uses quantitative research. The research’s object is X AK-2 of SMK Walisongo 1 Gempol has 28 students. The researcher divides the main activity into pre-test, treatment and post-test. Based on the SPSS 23 Program calculation from mean result of pre-test 70.1 and the result mean of post-test is 83.5. The students’ score is increasing after being given by the treatment. The result of the calculation of this research showed that (sig 2-tailed = 0.002) which is less from (<) 0.05 and significance 5%. It mean that the alternative hypothesis is accepted and the null hypothesis is rejected. From the result of the data analysis above, the use suggestopedia method gives significant effect in students’ reading comprehension achievement This article investigates major points of the speech verbs. On this case, different meaning of verbs was analyzed from Russian into English.  Therefore, analyses of the theory with methodology were described to make better diffusion. To conclude with both outcomes and shortcomings were outlined to get further analyses as the whole.


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