The Use of Anagram Game to Enhance Students’ Vocabulary at the Second Grade of SMPN 2 Watampone.
Riska/02.16.4016 - Personal Name
This paper presents the finding of new virtual classroom action research that
made Anagram Game available on online learning environment concerning the
improvement of English vocabulary items. The purpose of this research is to find out
whether the use of online Anagram Game enhances students’ vocabulary or not. The
problems of this research, however, can the use of anagram game enhance students’
vocabulary and how the implementation of using anagram game to enhance students’
vocabulary. This research applied action research which restricted only two cycles of
implementation and delivered online. The study participated with 12 students by the
second year of SMPN 2 Watampone. The data obtained were evaluated using a test,
then followed by using instruments interview and observation. In analyzing the data,
it was explained by utilizing data reduction, data display, conclusion drawing and
verification. The result demonstrated that the students’ vocabulary items mastery
improved from the pre-test to the cycle II test. It is shown from the improvement of
the mean score of the students in pre-test is 29.16, cycle I test is 72.08, and cycle II
test is 81.2. Moreover, the implementation of online anagram game could be
motivated the students more enthusiastic in learning English. This investigation has
revealed that anagram game can improve students’ vocabulary.
A. Conclusion
Based on the research findings in the previous chapter, the conclusion can
be concluded as follows:
1. The use of Anagram game can enhance students’ vocabulary at the second
grade of SMPN 2 Watampone which was proved by the result of pre- test
is 29.16, cycle I test is 72.08, and cycle II test is 81.2. Addition, based on
the result interview shows that the student like, more active, and
interested.
2. The implementation of using anagram game is also showed the
improvement of the teacher’s and the students’ activities during the
teaching learning process. It indicated that the implementation of anagram
game could be motivate the students became more enthusiastic in learning
English especially in English vocabulary.
B. Suggestion
Having seen the result of study, the following suggestions are offered to be
considered:
1. For the teacher should keep applying anagram game in teaching
vocabulary so that the students can be more active, enthusiastic and
enjoy during teaching learning process.
2. The students must practice their vocabulary in the context to develop
their vocabulary. Where, vocabulary is very important for
communication. Practice whenever and wherever what they studied and
always remember the vocabulary which they studied and always
remember the vocabulary which they have.
3. The other research, I suggest to conduct research related to the topic of
the study.
made Anagram Game available on online learning environment concerning the
improvement of English vocabulary items. The purpose of this research is to find out
whether the use of online Anagram Game enhances students’ vocabulary or not. The
problems of this research, however, can the use of anagram game enhance students’
vocabulary and how the implementation of using anagram game to enhance students’
vocabulary. This research applied action research which restricted only two cycles of
implementation and delivered online. The study participated with 12 students by the
second year of SMPN 2 Watampone. The data obtained were evaluated using a test,
then followed by using instruments interview and observation. In analyzing the data,
it was explained by utilizing data reduction, data display, conclusion drawing and
verification. The result demonstrated that the students’ vocabulary items mastery
improved from the pre-test to the cycle II test. It is shown from the improvement of
the mean score of the students in pre-test is 29.16, cycle I test is 72.08, and cycle II
test is 81.2. Moreover, the implementation of online anagram game could be
motivated the students more enthusiastic in learning English. This investigation has
revealed that anagram game can improve students’ vocabulary.
A. Conclusion
Based on the research findings in the previous chapter, the conclusion can
be concluded as follows:
1. The use of Anagram game can enhance students’ vocabulary at the second
grade of SMPN 2 Watampone which was proved by the result of pre- test
is 29.16, cycle I test is 72.08, and cycle II test is 81.2. Addition, based on
the result interview shows that the student like, more active, and
interested.
2. The implementation of using anagram game is also showed the
improvement of the teacher’s and the students’ activities during the
teaching learning process. It indicated that the implementation of anagram
game could be motivate the students became more enthusiastic in learning
English especially in English vocabulary.
B. Suggestion
Having seen the result of study, the following suggestions are offered to be
considered:
1. For the teacher should keep applying anagram game in teaching
vocabulary so that the students can be more active, enthusiastic and
enjoy during teaching learning process.
2. The students must practice their vocabulary in the context to develop
their vocabulary. Where, vocabulary is very important for
communication. Practice whenever and wherever what they studied and
always remember the vocabulary which they studied and always
remember the vocabulary which they have.
3. The other research, I suggest to conduct research related to the topic of
the study.
Ketersediaan
| STAR20200201 | 201/2020 | Perpustakaan Pusat | Tersedia |
Informasi Detil
Judul Seri
-
No. Panggil
201/2020
Penerbit
IAIN BONE : Watampone., 2020
Deskripsi Fisik
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Bahasa
English
ISBN/ISSN
-
Klasifikasi
Skripsi Tarbiyahh
Informasi Detil
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subyek
Info Detil Spesifik
-
Pernyataan Tanggungjawab
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Tidak tersedia versi lain
