scholarly journals Increasing Students’ English Vocabulary by Applying Games and Songs at the Seventh Grade of SMP Negeri 8 Komodo

2021 ◽  
Vol 3 (2) ◽  
pp. 27-37
Author(s):  
Aloysia Moto ◽  
Junus Ludji Djonga ◽  
Armi Reinnati ◽  
Sulistyaningsih

This research aimed to know whether by applying games and songs can increase students’ vocabulary. It was conducted at seventh grade of SMPN 8 Komodo. Games are a way to relax class routines for fun, games also can make students enthusiastic about playing, sometimes challenging. Songs be trusted to help students in memorizing vocabulary. Memorizing song can be used to increase students’ vocabulary. The students’ responses showed that they were interested in learning vocabulary through using games and songs. It can be seen from the students’ score on vocabulary test which increased from three vocabulary tests given in the Cycle I and Cycle II. In the students’ achievement Cycle I was 57,5 and Cycle II was 77,5. It can be concluded that games and songs have a significant impact on increasing students’ vocabulary number.

2019 ◽  
Vol 4 (3) ◽  
pp. 335
Author(s):  
Eva Veronica ◽  
Mursalim Mursalim

The objective of this study is to find out the effect of using mobile access (Audio Visual Easy Learn English) on students’ vocabulary achievement at SMPN 11 Kendari. Mobile  Access  (Audio  visual  easy  learn  English)  as  a media in learning teaching process. This research used quasi experimental design, the population is all seventh- grade students, and the sample is class VII1 as the experimental group and VII2as control group. The experimental group consisted of 30 students and control group consisted of 21 students. The research instrument consisted of 44 questions of vocabulary test. To collect the data, the researcher gave pre-test, taught by using Mobile Access  (Audio  Visual  Easy  Learn  English),  and  giving post-test. Mean score of post-tests (79.63) in experimental class is higher than pre-test score (59.66). While, in control class also has improvement but not too significant. It can be seen on post-test score (64.80) is higher than pre-test score (55.19). Based on the calculation of T-test, it shows that tcount = 3.775, while t-table =2.010 at level of = 0.05 with DF = 49. It means that tcount is higher than table, Therefore H0 was rejected and H1 was accepted. This can be concluded that  there  was a  significant  effect  of  using a significant effect using Mobile Access (Audio Visual Easy Learn English) on students’ vocabulary achievement at the seventh-grade students of SMPN 11 Kendari. Keywords: MA, Mobile Access, Audio Visual Easy Learn English, vocabulary achievement


2018 ◽  
Vol 10 (2) ◽  
pp. 125-136
Author(s):  
Muhammad Nashir ◽  
Roudlotun Nurul Laili

One of the indicators for someone who is mastering a language is having adequate vocabulary. The limited vocabulary causes the difficulty in capturing intentions and ideas while listening, understanding reading text, saying something and uttering thought and idea in mind. The implementation of electronic flashcard was supposed to be able to expand students’ vocabulary due to it excites visual and photographic memory. This classroom action research was performed to increase the seventh grade students’ vocabulary mastery through electronic flashcard at MTs MUKHTAR SYAFAAT – BLOKAGUNG – BANYUWANGI. This research was accomplished in two stages collaborated with an English teacher. The collection data was gained from observation, interview, pre test and post test. The result of this study proved that the application of electronic flashcard media can improve the mastery of students’ vocabulary. It could be seen from enhancement of vocabulary test mean score and the total number of students who got score equal or higher than standard of minimum completeness (KKM) which was 70. The mean score of students’ vocabulary in pretest was 58.24, and then in the first cycle the result of vocabulary mean score was 70.05 and in cycle II it improved to 77.3. The percentage of students who got score least 70 increased from 70.27% in cycle I to 81.08% in cycle II. It showed that the usage of electronic flashcard can extend the achievement of students’ vocabulary.    


Author(s):  
Meiliana Nurfitriani

This study investigated the application of the right brain methods, namely the association and correlation method in optimizing the students’ vocabulary mastery at the seventh grade of SMPN 1 Rancah Ciamis. It uses  the qualitative approach by using Classroom Action Research (CAR) to determine how the right brain methods help students in optimizing vocabulary mastery, and to analyze how the students’ progress related to the right brain methods in optimizing vocabulary mastery in the seventh grade students of SMPN 1 Rancah. This study is conducted in three cycles, each of which consisted of planning, acting, observing, and reflecting. The data of the study are taken from the questionnaire, observation, interview and the students’ vocabulary test in form of multiple choice and students’ presentation. Data analysis techniques used are descriptive analysis both qualitatively and quantitatively. The results show that the implementation of the right brain methods, namely the association and correlation method affected possitively on the improvement of students’ vocabulary mastery. It is based on the enthusisatic and the active participation of the students in the process of teaching and learning, and also the results of students’ vocabulary test from pre-cycle to cycle III.


2020 ◽  
Vol 5 (3) ◽  
pp. 254
Author(s):  
Wa Ode Ratnasari ◽  
Nurnia Nurnia ◽  
Wa Ode Fatmawati

Most  of  the  students  felt  difficult  in  learning  a  language because they had little vocabulary. It was caused by the students were easy forgetting new words they had learned. Therefore, this study was conducted to investigate whether there was any significant effect of using Mnemonic strategies on students’ vocabulary achievements at the seventh grade students of SMPN 2 Raha. This research used quasi experimental design and the population was all seventh grade students of SMPN 2 Raha in academic year 2017/2018. The samples of this study were class VII11 as the experimental group and VII10 as the control group. The research instrument was using 40 questions of vocabulary test. To collect the data, the researcher gave pre-test, taught by Mnemonic strategies, and gave post-test.  There were four techniques that applied in the learning process were rhyme, keyword, visualization, and narrative chain. The result showed students’ mean score in experimental group was 53.54 and 74.71 at post-test, while mean score in control group was 57.27 and 68.75 in post-test. Based on the calculation of T-test, score of tcount  = 5.828 was higher than ttable   =  2.00  and  the  pvalue   =  0.000  was  lower  than = 0.05. Therefore, could be concluded that there was a significant effect of using mnemonic strategies on students’ vocabulary achievement at the seventh grade students of SMPN 2 Raha.


2020 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Helma ◽  
Jufriadi

This thesis is about Improving Students Mastery Vocabulary Through Observe and Remember the game at the Seventh Grade SMPN 2 Palopo. The problem statement of this thesis: Is the use of Observe and Remember the game useful to improve the students’ vocabulary at the seventh grade SMPN 2 Palopo? The objective of the research: To find out whether or not the use of Observe and Remember the game is effective in improving students’ vocabulary in the seventh grade SMPN 2 Palopo. This research applied pre-experimental. The population of this research was the seventh-grade students of SMPN 2 Palopo. The population there is only one class that consists of 30 students, and the taking sample technique is a total sampling. The instrument of the research was a vocabulary test. The pre-test was given to know the basic ability of the students’ vocabulary and the post-test given to know the students’ improvement in students’ vocabulary after given the treatment and the research used to observe and remember the game. Then the test was calculated and analyzed using SPSS 20. The researcher can conclude that using Observe and Remember games is useful in improving students’ vocabulary at the seventh grade SMPN 2 Palopo. It was proven by a significant difference between the students’ mean score of pre-test and post-test. In the pre-test, the students’ mean score is 51.00, and the students’ score in the post-test is 92.33. Observe and remember the game can improve students’vocabulary because students are active in learning English. Besides, using the game can improve communication between students and teachers when learning processes. This thesis is about Improving Students Mastery Vocabulary Through Observe and Remember the game at the Seventh Grade SMPN 2 Palopo. The problem statement of this thesis: Is the use of Observe and Remember the game useful to improve the students’ vocabulary at the seventh grade SMPN 2 Palopo? The objective of the research: To find out whether or not the use of Observe and Remember the game is effective in improving students’ vocabulary in the seventh grade SMPN 2 Palopo. This research applied pre-experimental. The population of this research was the seventh-grade students of SMPN 2 Palopo. The population there is only one class that consists of 30 students, and the taking sample technique is a total sampling. The instrument of the research was a vocabulary test. The pre-test was given to know the basic ability of the students’ vocabulary and the post-test given to know the students’ improvement in students’ vocabulary after given the treatment and the research used to observe and remember the game. Then the test was calculated and analyzed using SPSS 20. The researcher can conclude that using Observe and Remember games is useful in improving students’ vocabulary at the seventh grade SMPN 2 Palopo. It was proven by a significant difference between the students’ mean score of pre-test and post-test. In the pre-test, the students’ mean score is 51.00, and the students’ score in the post-test is 92.33. Observe and remember the game can improve students’vocabulary because students are active in learning English. Besides, using the game can improve communication between students and teachers when learning processes.


2019 ◽  
Vol 7 (1) ◽  
pp. 40-51
Author(s):  
Ach Munawi Husein

English is noticed as one of international languages which is very common to be used by people from different region and country to communicate each other. Nevertheless, the ability to use this language should developed during youth’s school age. Students are often trapped by the very old-fashioned way of learning. They get bored even when they are not learning it. Based on current formal interview with the seventh grade English teacher of MI Jauharul Ulum, the students in class VII had more difficulties in learning English, especially in vocabulary. The students of this class had the lowest motivation in learning and mastering vocabulary. The teacher said that the students often look enthusiastic which is shown by their score in vocabulary which is only 59% of the whole students who got score higher than 70.        The research problem of this was “How is the use of Cartoon video able to increase the eighth grade students’ vocabulary mastery at MI Jauharul Ulum in the 2012/2013 academic year? The research objective was intended to find out how the using of cartoon video is able to increase the seventh grade students’ vocabulary mastery at MI Jauharul Ulum in the 2012/2013 academic year. This research applied cartoon video to increase students’ vocabulary mastery.             The design of this research was classroom action research. The research subject was the VII grade students at MI Jauharul Ulum in the academic year 2012 /2013. There were two kinds of data applied in this research, primary data were collected using vocabulary test and supporting data were collected using observation checklist.             The result of vocabulary test in the first cycle showed that from 32 students there were only 17 (53.13%) of them who got score ≥ 70. This means that the rest of the students did not achieve the target score.             In addition, the results of observation in Cycle I revealed that only 65.51% of 32 students actively participated in the teaching and learning process of vocabulary by using Cartoon Video. The rest of the subjects (34.49% of 32 students) were passive in joining the lesson             The result of vocabulary test in the second cycle showed that from 32 students, there were only 7 of them who get score ≤ 70, so the rest of them or 78.12%  or 25 students got score ≥ 70. This means that more students achieve the target score.             The result of observation in Cycle II showed that the students’ active participation improved during the lesson. There were 26 students or 81.25% actively involved in the teaching and learning process of vocabulary mastery through cartoon video. The rest 6 of 38 students were still categorized as passive students. It can be said that the observing in cycle 2 success because more than 75% students active in class.             Based on the results above, it could be concluded that the use of cartoon video could improve the seventh grade students’ vocabulary mastery. And it could help the students to identify of nouns, verbs, adjectives and adverbs in a short period and it was worth to be carried for the next vocabulary class.


1981 ◽  
Vol 12 (1) ◽  
pp. 39-43
Author(s):  
Kandace A. Penner ◽  
Betsy Partin Vinson

It has been our experience in using the Peabody Picture Vocabulary Test that an inordinate number of verbs are missed by mentally retarded individuals. This study attempts to determine whether verb errors were due to a lack of word comprehension or a failure to understand what was being requested by the morphological-syntactic form of the stimulus. Twenty-eight subjects residing in a state facility for the mentally retarded were given a standard version and a modified version of the PPVT. On the modified version of the test, the stimulus "verbing" was altered to incorporate a syntactic helper, forming the stimulus "somebody verbing." As a result, there was a mean reduction of verb error by almost 50%.


2002 ◽  
Vol 18 (1) ◽  
pp. 78-84 ◽  
Author(s):  
Eva Ullstadius ◽  
Jan-Eric Gustafsson ◽  
Berit Carlstedt

Summary: Vocabulary tests, part of most test batteries of general intellectual ability, measure both verbal and general ability. Newly developed techniques for confirmatory factor analysis of dichotomous variables make it possible to analyze the influence of different abilities on the performance on each item. In the testing procedure of the Computerized Swedish Enlistment test battery, eight different subtests of a new vocabulary test were given randomly to subsamples of a representative sample of 18-year-old male conscripts (N = 9001). Three central dimensions of a hierarchical model of intellectual abilities, general (G), verbal (Gc'), and spatial ability (Gv') were estimated under different assumptions of the nature of the data. In addition to an ordinary analysis of covariance matrices, assuming linearity of relations, the item variables were treated as categorical variables in the Mplus program. All eight subtests fit the hierarchical model, and the items were found to load about equally on G and Gc'. The results also indicate that if nonlinearity is not taken into account, the G loadings for the easy items are underestimated. These items, moreover, appear to be better measures of G than the difficult ones. The practical utility of the outcome for item selection and the theoretical implications for the question of the origin of verbal ability are discussed.


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