scholarly journals IMPROVING ENGLISH VOCABULARY MASTERY THROUGH WORD GAME

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.

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>


2018 ◽  
Vol 5 (2) ◽  
pp. 50-57
Author(s):  
Yuli Astuti ◽  
Ari Wibowo ◽  
Nursalim Nursalim

Learning writing is one of fourth skill of learning second language that must be mastered by students. For this reason the writers want to investigate and conduct the study in this field. The Statement of Problem “Is Picture Sequence effective towards students' ability in using conjunctionat the eight grade of MTs. Negeri Model Kota Sorong in the academic year 2016/2017?” the research design in this investigation is experimental research. The population of this study is students in MTs. Negeri Model Kota Sorong and has taken as sample were class VIII-G as a control group and VIII-D as the experimental group. In this study, the writer applies some steps for conducting the experiment, they were: observation, planning, treatment, and post-test. It was conducted in three meetings. To collect the data of this study, the writer using writingtest. Post-test was conducted to both of groups to see the differences between control and experimental groups and also to prove the writer’s hypothesis that picture sequences can give an impact to the students’ achievement instudents’ ability of using conjunction in writing. By using t-test formulation the writer gets value of t-observe 2.178 and the t-critical 0.05 is 2.021 It means that t-obs value is higher than the t-crit. In other word, it can be said that the alternative hypothesis ( H1) is accepted and null hypothesis (H0) is rejected, or it can be said that picture sequences as method that effective and applicable at the eighth grade of MTs. Negeri Model Kota Sorong towards students’ ability of using conjunction in writing narrative text.


2020 ◽  
Vol 1 (1) ◽  
pp. 19-37
Author(s):  
Arika Nurul Iftitah ◽  
Abdul Gafur Marzuki ◽  
Ana Kuliahana

The objectives of this research was to know the process of learning English vocabulary by using guessing words game and to know the students’ problem in learning English vocabulary by using guessing words game for the seventh grade students of SMP Negeri 10 Palu in academic year of2019/2020 with the use of guessing words game technique. In this research, the researcher used qualitative research method. The researcher chose class VII D as sample which consisted of 23 students. In collecting the data, the researcher used four kinds of instruments, they were: observation,interview, test and document. Based on the observation, there are some problems in the teaching and learning. To solve those problems, the researcher implemented guessing words game as vocabulary activities. This research was conducted through classroom action research that consisted of two cycles. Each cycles consisted three meetings. The result of the research showed that there were some improvements of the students’ vocabulary. In cycle 1 average score was 62,86 there were some unsuccessful score. Meanwhile, in cycle 2 average score was 72,34 the implementation of guessing words game was successful in developing students vocabulary. Guessing words game gives better result to develop the students’ vocabulary. In other words, guessing words game is effective to use in teaching English vocabulary.


Author(s):  
Sri Wulandari ◽  
Ayu Oktaviani ◽  
Yulfi Yulfie

ABSTRACT The problem of this research was “is it significantly effective to teach vocabulary through the Concept Attainment Model (CAM) at SMP IT Annajiyah Lubuklinggau in academic year 2019/2020?” The objective of this research was to find out whether or not it is significantly effective to teach vocabulary through the Concept Attainment Model (CAM) at SMP IT Annajiyah Lubuklinggau in academic year 2019/2020. The population of this research was all of the seventh grades consist of 43 students of SMP IT Annajiyah Lubuklinggau in academic year 2019/2020 and total number of sample was 18 students from VIII.A. The sample in this research was taken through cluster random sampling. In this research, the researcher used pre-experimental method. In collecting the data, the researcher used written test. In analyzing the data, the researcher used three techniques. They were: individual score, normality test and matched t-test. Based on the result of the data analysis, the researcher found out that the students’ average score was 59.166 in the pre-test and it increased in the post-test which score was 78.888. The result of matched t-test was 7.498, while ttable was 1.734. It means that the null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted. Furthermore, it was significantly effective to teach vocabulary through the Concept Attainment Model (CAM) at SMP IT Annajiyah Lubuklinggau in academic year 2019/2020. 


Lingua ◽  
2019 ◽  
Vol 1 (01) ◽  
pp. 31-42
Author(s):  
Alimudin Majda ◽  
Gunawan Agus

Learning english vocabulary using jeopardy game technique make the studentsfeel interesting and grasping new words easily. Therefore, the purpose of this researchis to find out whether or not there is significant effect of jeopardy game on grade sevenstudents’ vocabulary knowledge. The sampels were taken using cluster randomsampling technique, with the total number of sampels are 74 students which aredivided into two classes. The location is at MTs Al-Ihsan Bekasi. The research methodadopted was quasi experimental with research design was post-test only control group.To collect data, the students were given instruments in the form of objective, multiplechoice each numbering 30 for both control class and Experimental class. The findingsshowed that the jeopardy class students got mean score 80 higher than non-jeopardyclass students who got 77. It indicates that there is a significant difference in each classand can be seen from the analysis using one way ANOVA that produced (Sig.) valueof 0.002 was smaller than (<) Alpha 0.05, Ho is rejected and HA is accepted. Itshowed tha there is significant effect of jeopardy game on grade seven students’vocabulary knowledge at Mts Al-Ihsan Bekasi in the Academic Year of 2016-2017.


2020 ◽  
Vol 7 (2) ◽  
pp. 389-394
Author(s):  
Arrosyi Dayana Sutrisno

The purpose of this research was to prove that using an English conversation videos is effective in teaching listening skill. This research conducted in SMP Muhammadiyah 1 Wonosobo. The population of this research is eight-grade students, and the sample is 40 students. The method of this research is quantitative method and using pre-experimental design. To collect the data, the writer used a pre-test, and post-test that given to the students. The resulting score of the data indicated that, the total score of students in the pre-test was 2350 with the average were 58.75. The total student's post-test score is 3080 with an average of 77. The results of the pre-test and post-test were calculated using a t-test. The calculation of the data result indicates that the t-count was 2.26 with t-table is 1.69 at the 0.05-significance level. Therefore, this implies that the alternative hypothesis (H1) is accepted, and the null hypothesis (H0) is rejected. The writer concluded that using English conversation videos on studies in teaching English was effective to improve students’ listening skills.


2016 ◽  
Vol 1 (2) ◽  
pp. 96
Author(s):  
Ikhwanul Ahsan Faryabi MUJA

The researcher used VCD <em>Learning</em> to help kindergarten level students Smart and Fun Communicative English Program Samarinda on learning English vocabulary. The contents were relevant to the vocabulary for students in kindergarten level of Smart and Fun Samarinda.This study was aimed finding whether there was significance difference between experimental and control groups and whether there was significant difference between post experimental and control groups. It is a kind of experimental research. This study’s design was <em>two group-pretest-treatment-posttest design</em>. The population of this study was 60 students. The researcher took 40 students from two classes as the sample of this study. Then, took other 20 students as try out test respondents. The test was tried out to 20 respondents consisted of 30 items. After being analyzed, its reliability coefficient was 0.462. The experimental group’s mean score on the post-test was 80.17 while on control group was 70.67. After analyzing the two mean scores by using the program of SPSS 16.0, it was found that the difference significance value between the two mean scores t - computed 4.068 was higher than t - table 2.093 with the level of significant 5%. The computation showed that the two groups’ mean scores of significantly differed. Thus, the alternative hypothesis (Ha) is accepted and the Null Hypothesis (Ho) is rejected. It could be concluded that there was significant difference of English vocabulary achievement among students of kindergarten level of Smart and Fun by using VCD <em>Learning.</em>


2021 ◽  
Vol 1 (01) ◽  
pp. 35-43
Author(s):  
Alek Andika ◽  
Heti Ali

Abstrak Penelitian ini bertujuan untuk (1) mengetahui kemampuan penulisan teks deskriptif siswa dengan menggunakan metode Think-Talk-Write (TTW), (2) mencari perbedeaan antara siswa yang menggunkan metode Think-Talk-Write (TTW) dan siswa yang tidak menggunakan menggunkan metode Think-Talk-Write. Penelitian ini merupakan penelitian eksperimen dengan menggunakan desain one group pretest-posttest dengan melakukan 2 kali pertemuan untuk treatment, 2 x 40 menit untuk setiap pertemuan. Populasi penelitian ini adalah seluruh siswa kelas VII SMP Islam Ulil Albab Kebumen yang berjumlah 28 siswa. Sampel penelitian ini menggunakan simple random  ialah semua siswa kelas VII. Penelitian ini menggunakan instrumen tes yaitu pretest dan posttest. Setelah dilakukan uji-t  terlihat bahwa selisih rata-rata  menunjukan perbedaan signifikan antara hasil dari pretest dan posttest. Hasil rata-rata pada posttest ialah 70,42 lebih besar dari pada nilai score pretets yaitu 51,82. Oleh karena itu dapat disimpulkan bahwa strategi Think-Talk-Write mempengaruhi nilai skor menjadi lebih baik dalam pembelajaran menulis teks deskriptif kelas VII SMP Islam Ulil Albab Kebumen. Kata kunci: pengaruh, menulis, teks deskriptif, Think-talk-Write Abstract The aimed of the research are (1) to obtain the information of students’ ability in writing a descriptive text by using Think-Talk-Write (TTW), (2) to find out the information the significant difference in students’ ability in writing descriptive text between the students who are taught by using Think-Talk-Write (TTW) and the students who are not using Think-Talk-Write of seventh grade SMP Islam Ulil Albab Kebumen. The methodology of this research was using one group pretest-posttest design with the treatment in 2 meetings, 2 x 40 minutes for each meeting. The sample was seventh class consisting of 28 students. The sample was taken by using simple random which all member of the population seventh grade. The instruments that used were pre-test and post-test. %.  From the data analysis, the finding showed significant difference between the results it of pre-test and post-test. The mean of the post-test score (70,42) higher than the mean of pre-test score (51,82). It means there is any significance between pre-test and post-test, because the value significance (2-tale) less 0.05, so the null hypothesis was rejected. This implies that Think-Talk-Write was influence in writing descriptive text. Keywords: Influence, Writing, Descriptive text, Think-Talk-Write


Lingua ◽  
2018 ◽  
Vol 1 (02) ◽  
pp. 45-55
Author(s):  
Hanafi Wibowo ◽  
Siti Yuniarti

This research principally aims to find out whether or not there is significance effect of using flashcard on students’ vocabulary acquisition. the research was conducted from 3th to 29th November 2016 at SMPN 45 Bekasi, in the Academic Year of 2016/2017.The research methodology adopted was quasi experimental method, with the research design being randomized post test only control group design. The statistic method used to analyze the data was ANOVA using SPSS through the testing of Null Hypothesis, which was preceded by the normality and homogeneity test as the pre-requisite to the data analysis. The result of ANOVA showed significance value was 0,000, which was lower than 0,05, and that Fobserved ( 35,926 ), which was higher than the critical value of Ftable (at the significance level of 0.05 and df = 1/58, namely 3.982. Accordingly, the Null Hypothesis (Ho), stating that there is no effect using flashcards on students’ vocabulary acquisition at SMPN 45 Bekasi, was rejected and the Alternative Hypothesis (Ha), stating that there is significance effect using flashcards on students’ vocabulary acquisition at SMPN 45 Bekasi was accepted.On the basis of the rejection of Ho and acceptance of HA, it can be concluded that flashcards has significance effect on students’ vocabulary acquisition at SMPN 45 Bekasi. In other words, the research has empirically proved that there is significance effect of using flashcard on students’ vocabulary acquisition at SMPN 45 Bekasi.


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.


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