Perpustakaan
DESKRIPSI DATA LENGKAP
JudulPENERAPAN PERMAINAN TEKA-TEKI UNTUK MENGEMBANGKAN PENGUASAAN KOSAKATA SISWA KELAS VIII DI SMP NEGERI 6 PALU
Nama: GOVINDA KURNIA DEVI
Tahun: 2025
Abstrak
Govinda Kurnia Devi, 2025. “The Implementation of Riddle Game to Develop Vocabulary Mastery of The Eighth Grade Students at SMP Negeri 6 Palu”. Skripsi. Program Studi Pendidikan Bahasa Inggris Fkip Universitas Tadulako. Supervisor (1) Dr. Hj. Rofiqoh, M.Ed (2) Afrillia Anggreni, M.Pd. Gaming in the language instructional process has been intensively implemented by academia all over the world and most of them claim that it is successful to bridge an EFL Learner in mastering language skill and components. This study aimed to expose how the implementation of riddle games elevating the vocabulary development of eighth grade students at SMP Negeri 6 Palu. A quasi-experimental method was employed, consisting of experimental class that engaged in riddle game strategy meanwhile the control class received lecture method. 10 items of multiple choice, 5 items of jumbled words, and 10 items of matching vocabulary were used as the instrument to measure the student’s knowledge before and after getting intervention. The sample of 50 students in this research was randomly selected from the total population of 268 eighth grade students. Due to the non-normal distribution of the data, the Mann-Whitney U test was employed for statistical analysis. The finding demonstrates an improvement in the mean score of both groups; the experimental group improved from 41.56 to 55.16, while the control group increased from 44.88 to 49.24. However, the Mann-Whitney U ranks test showed a non-significant difference between the two classes (p>0.05). Thus, it can be concluded that the Riddle game is inefficient to expand students’ vocabulary mastery. Keywords: Teaching, Vocabulary Mastery, Riddle Game.

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