scholarly journals THE USE OF BIG CUBE GAME AS THE STRATEGY TO IMPROVE STUDENTS? VOCABULARY MASTERY

Author(s):  
Zaitun . ◽  
Ananda Esa Fitri

The purpose of this research is to convey Big Cube Game  is effective in teaching vocabulary mastery. This research conducted in SMPN 3 Tangerang Selatan. The population of this research is seventh grade students, and the sample is 8.5 consists of 40 students. The method of this research is quantitative method and using pre ? experimental design. To collect the data, the researcher used pre ? test and post ? test that given to the students. The result score of the data indicated that, the total score of students in pre ? test were 2425 with the mean score was 60,62. The lowest score of pre ? test were 45 and the highest score were 90. The total score of students in post ? test were 3150 with the average were 78,75. The lowest score of post ? test were 65 and the highest score were 100. There is significance different from the result of pre ? test and post ? test score. The results of the pre-test and post-test were calculated using the manual statistically. And by using the t-test the results of t0 (4,47) are higher than the t-table at the significance level (p) = 0.05 (1,684). Thus it can be concluded that the Big Cube game has a significant strategy on the vocabulary mastery of students in class 8.5 at SMPN 3 Tangerang Selatan.

2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Nur Azizah

The objectives of the study are: 1) To find out the ability to express the fact of the students taught using selfie photos. 2) To find out the ability to express the fact of the students taught without selfie photos. 3) To find out the significant differences of the ability to express the fact between the students taught using selfie photos and those taught without selfie photos. The study uses descriptive quantitative research. The population of this research is the seventh grade students of SMP Negeri 1 Kragan Rembang. The writer takes VII I as experimental group that consists of 36 students and VII D as control group that consists of 36 students as sample. The writer found that the mean score for experimental group in pre-test is 71.44, and after this class is given a treatment by using selfie photos, the result of post-test is 81.33. The mean score for control group in pre-test is 70.22, and the post-test score is 73.89. The writer uses t-test formula to know the significant difference of the ability to express the fact between the students taught using selfie photos and those taught without using selfie photos. The t-test score is 3.455 for 5 percent (0.05) alpha level of significance. The percentage of t-table 5% is 1.99. The calculation shows that t-test is higher than t-table (3.455>1.99). It shows that there is significant difference of the ability to express the fact of the seventh grade studentsat SMP Negeri 1 Kragan Rembang those taught using selfie photos and those taught without using selfie photos. It can be concluded that selfie photos as a media in improving the ability to express the fact of the students is effective. Selfie Photos makes the students active and enjoy in learning English in the classroom. So, the writer suggests to all of the teacher in general to apply selfie photos media in teaching learning process, especially in learning English.


Author(s):  
Irma Khoirot Daulay ◽  
Kristina Br. Hasugian

The research was conducted to discover the effect of using guessing game media themed local tourism on students’ achievement in writing narrative text. The research was conducted to the grade tenth students of SMA GKPI PAMEN. This research used experimental design. To collect the data 2 classes get involved. There are X-1 as the experimental class that taught by using the guessing game media and X-2 as the control class that taught using the conventional method. The students consist of 30 students. In experimental class, the mean score for the pre-test was 45,46 and the score of post-test was 81,4. In control class, the mean of pre-test score was 46,5 and the post-test was 73,06. The analysis of the t-test showed that tscore > ttable or 3,53 > 1,672 at the level of significance 0,05 with the degree of freedom (df) 58. The alternative hypothesisi (Ha) is accepted. It point out that using guessing media themed local tourism is effective in teaching writing narrative text for the tenth grade students of SMA GKPI PAMEN.


2019 ◽  
Vol 10 (1) ◽  
Author(s):  
Devi Budi Wijaya ◽  
Suwandi Suwandi ◽  
Sukma Nur Ardini

This study is based on the research which attempted to examine the effectiveness of realia in writing descriptive text by the seventh grade students. The objectives of the research were (1) to analyze and find out  the students’ ability in writing descriptive text who are taught by using realia, (2) to analyze and find out  the students’ ability in writing descriptive text who are taught without using realia, (3) also to analyze and find out whether there is significant difference between students who are taught by using realia and those taught without using realia. Quasi experimental design was used with the population of 256 seventh grade students of SMP N 4 Semarang in the academic year 2017/2018. By using purposive sampling technique, there were two classes chosen as the sample of this study; vii a and vii b. The instruments of collecting data used were tests; pre-test and post-test. After the data were collected, they were analysed using t-test. The findings were as follows: (1) the ability in writing descriptive text by the students taught using realia was good with the mean of the post-test was 80.21. (2) the ability in writing descriptive text by the students taught without using realia was adequate with the mean of the post-test was 74.44. (3) there was significant difference of the two group students. t-test 4.89 > t-table 2.00. therefore, ha was accepted that realia was effective as a media in teaching writing of descriptive text.


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Muhamad Suhaili ◽  
K. Dedy Sandiarsa S

This research aimed to find out the effect of modified domino cards game on students’ vocabulary mastery at the seventh grade students of Mts Negeri 3 Mataram in academic year 2019/2020. The research was pre experimental design. The population of the study was the seventh grade students that consisted of five classes. The sample of the study was class VII C that consists of 39 students. The class was treated using modified domino cards game. The result of the study shows that there is significance positive effect of modified domino cards game on students’ vocabulary mastery. The data of the research were gathered from data analysis and inferential analysis. In data analysis, the mean score of pre test was 44.62 and post test was 73; the mode score of pre-test was 45.9 and post test was 78.3; the median score of pre-test was 44.8 and post test was 78.14; the score of standard deviation on both of the test was 11.27. In inferential analysis, the result showed that the value of t-test (18.94) was higher than the value of t-table (2.024) with significance level of 5%. The finding of this study led into the conclusion that the use of modified domino cards game shows positive effect on students’ vocabulary mastery at the seventh grade of Mts Negeri 3 Mataram. This is based on the t-test > t-table (18.944 > 2.024) in degree significant of 5%. It means that Ha was accepted and Ho was rejected. Therefore, it can be concluded that modified domino cards game gives positive effect on students’ vocabulary mastery at the seventh grade students of MTs Negeri 3 Mataram in academic year 2019/2020


2020 ◽  
Vol 2 (1) ◽  
pp. 35
Author(s):  
Sulaeha Sulaeha

The researcher aims at finding out the effectiveness of using short storyin improving students’ verbal vocabulary mastery. The subject of the research was the second grade students of SMAN 2 Bulukumba. In collecting the data, this research used pre-test and post-test. The type of this research was quantitative with quasi-experimental design. It was applied with two group’s pre-test and post-test design. The population of this study is 215 students from the second grade students of SMAN 2 Bulukumba. This study is quantitative research with quasi experimental design by using 27 students in control class and 30 students in experimental class. This is proved by figure of means group, the standard deviation and value of t-test  which revealed that the mean score of experimental group is higher than the mean score of control group. The result in t-test of experimental class is higher than  t-table. It  showed that t-table 1, 25>t-table at significance level 2,0 and 12,89> 2.045 t-table at 0,05 (98%). It means that using short story  was more effective in improving  students’ verbal vocabulary mastery at the second grade students of SMAN 2 Bulukumba.


Author(s):  
Fhuri Megawati ◽  
Ermawati Z. Nuroh

This study investigated the effect of using English Subtitle in “Zootopia” Movie as media in speaking skill of SMPN 6 Sidoarjo. English Subtitle can describe as practice media to help the students when they understand to watch movie. The method used Quasi Experimental Design. The result of this study showed that the student could improve their ability in speaking skill through English subtitle. The data got from both pre-test and post-test score were analyzed using T-test formula. The result of calculation showed that in the significance degree of 5%, the value of t-test (to) is higher than t-table (tt) (19.90 > 1.99). According to the criteria of the test, the result showed that there is an effect of student’s in speaking skill using English subtitle. It can be concluded that English Subtitle in “Zootopia” movie as media is effective and applicable approach at the ninth grade of SMPN 6 Sidoarjo to improve student in speaking skill.


2020 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Salfiani Salfiani ◽  
La Ode Nggawu ◽  
Sitti Agustina

This research was conducted to find out whether there was a significant effect of the Mnemonic method in teaching vocabulary mastery at the Seventh-grade students’ of SMPN 22 Buton Tengah. The design of the research was a pre-experimental design ( one group pre-test post-test design). The population of this research was the seventh-grade (VII) of SMPN 22 Buton Tengah which consists of three classes, while the sample in this research was class VII3 that consisted of 25 students and used a simple random sampling technique. The instrument in this study was multiple choices, matching tests and public buildings, food, people around us to the topic. This study was conducted three sections namely pre-test, treatment, and post-test. The researcher used a paired sample T-test through SPSS 16.0 version to analyze the result of this research. The result showed that the mean score of students’ vocabulary mastery in the post-test was higher than students’ vocabulary in the pre-test ( 53.6 > 45.28 ). The hypothesis testing found that the value of sig ( 2 Tailed ) was 0.00 while the significant alpha value was 0.05. It can be concluded that the value of Sig ( 2 Tailed) was lower than the significance of α value (0.000< 0.05). in other words, (H1) was accepted. It showed that there was a significant effect of using the Mnemonic Method on teaching vocabulary mastery at the seventh-grade students of SMPN 22 Buton Tengah.


2019 ◽  
Vol 5 (1) ◽  
pp. 50
Author(s):  
Ana Silfiani Rahmawati ◽  
Rahmawati P. Dewi

The purpose of this study was to determine the use of interactive multimedia as a learning medium in improving physics learning achievement. This type of research is an experimental design one group pre-test post-test with a quantitative approach. The population in the study were all students of class X semester 2 of SMK Negeri 2 Ende which consisted of 13 classes in 5 skill programs totaling 421 people and the sample of the research was 26 students of TKJ class XC as many as 26 people. The sampling technique was purposive sampling. Data collection techniques in this study are achievement test techniques. Data were analyzed by t test. The results showed that the use of interactive multimedia (MMI) as a learning medium can improve physics learning achievement. This is evidenced by the value of t count ˃ t table or 3.491> 1.708 with the degree of freedom to list the distribution t is dk = N-1 = 26-1 = 25, and the significance level is 0.05.


2021 ◽  
Vol 7 (1) ◽  
pp. 8-11
Author(s):  
Novita Hasiani Simanjuntak

Background: Dengue Hemorrhagic Fever (DHF) in Indonesia is a “re-emerging infectious disease”. DHF can be prevented by vector control. Human behavior is very influential on dengue vector control, namely the cleanliness of the house and activities. In 2017, DHF cases in Indonesia were 59,047 cases. In North Sumatra Province, there were 5,327 cases, in Medan City as many as 1216 cases, with Medan Deli District as the sub-district with the most cases, with 100 cases. Objective: This study aims to see the improvement of mother's behavior by using the roleplay method and simulation games. Methods: The research is a quasi-experimental non-equivalent group design. The target population is mothers who live in Medan Deli District. The selection of research subjects by purposive sampling, with the number of subjects in each group is 15 people. This study uses the method of role play and games as a comparison method, with a questionnaire as a measuring tool. Paired t-test to see the increase in the mean of each group, and unpaired t-test to see the difference in the mean value. Results: The results of the paired t-test data analysis found that these two methods showed significant results, with p values ​​of 0.000 and 0.001 with a mean increase in the role play method of 1.40 and the game method of 1.53. The unpaired t-test was found to have a significant difference between the average post-test scores between the role play method and the game method, the mean post-test score for the role-play method was found to be lower than the post-test score for the game method. Conclusions: Counseling using the role play method and games provides significant results in increasing maternal behavior about DHF. The game method shows a greater average increase than the role play method.


2020 ◽  
Vol 5 (1) ◽  
pp. 74
Author(s):  
Ella Angriana ◽  
Lelly Suhartini ◽  
Sitti Agustina

This study is conducted to investigate the effect of using nursery rhymes on students’ English vocabulary (noun and adjective) achievement at fifth grade of SDN 10 Poasia. This study applied pre-experimental design with one group pre-test and post-test design. The population of this study was all of V grade of SDN 10 Poasia consisting of 67 students. Technique of taking sample of this study was purposive sampling involving 21 students. Vocabulary achievement test in the form of multiple choices consisting of 37 numbers was used as instrument of this study. The result showed that there was a significant effect of using nursery rhymes in improving students’ English vocabulary achievement. It was proven by the improvement of students’ mean score from pre-test to post-test. The mean score for pre-test was 34.81 and the mean score for post-test increased to 76.81. It was supported with the result of t-test, the value of Sig. (2-tailed) was 0.000 with α = 0.05. H1 was accepted because the value of Sig. (2-tailed) was below α value. It means that there was a significant effect of using nursery rhymes on students’ English vocabulary achievement of the VB students’ of SDN 10 Poasia.


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