Perpustakaan
DESKRIPSI DATA LENGKAP
JudulUSING FLY SWATTER GAME IN INCREASING VOCABULARY MASTERY OF EIGHTH GRADE STUDENTS OF SMP NEGERI 5 SIGI
Nama: PUTRI AGITA
Tahun: 2024
Abstrak
ABSTRACT Putri Agita (A 121 20 060). Using Fly Swatter Game In Increasing Vocabulary Mastery of Eighth Grade Students of SMP Negeri 5 Sigi. Skripsi English Education Study Program, Department of Language and Art Education, Faculty of Teaching Training and Education, Tadulako University under the Supervision of Mukrim and Muhammad Arid. The aim of this research is to prove whether the fly swatter game can increase the vocabulary of class VIII students at SMP Negeri 5 Sigi. This research uses a quasiexperimental research design. The population of this research was class VIII students at SMP Negeri 5 Sigi. Researchers used purposive sampling and chose two groups: VIII A and VIII B (experimental and control). The research instrument is a test which is divided into two tests (pre-test and post-test). The results of this study show that there is a significant difference in the increase in students' vocabulary after being taught through the fly swatter game. Data analysis shows that the t-counted value (2.739) is greater than the t-table value (1.687) by applying a significance level of 0.05 with degrees of freedom (df) = 39. This means that the hypothesis is accepted. In other words, using the fly swatter game can make students more interested and enthusiastic in learning new vocabulary and can be said to increase the vocabulary understanding of class VIII students at SMP Negeri 5 Sigi. Apart from that, the fly swatter game can be used as an interesting teaching and learning method and can improve students' understanding of vocabulary. Key words: Fly Swatter Game, Vocabulary

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