Enriching Students’ Vocabulary Achievement Through Anagram Game at The Eighth Grade of SMPN 9 Watampone

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This thesis
present
research about
Enriching Students’ Vocabulary
Achievement Through Anagram Game at The SMPN 9 Watampone.
This research used quantitative method approach. The total population of this
research was 62 students of eight grade of SMPN 9 Watampone. This research used
random sampling technic to take the sample. The sample of this research was class
VIII B that consisted of 20 students. This research applied anagram game as a media
in teaching vocabulary. In analyzing data the researcher used SPSS.
The result of research shows, first, using anagram game in daily activities give
impact to improve students’ vocabulary. The result of data analysis, the mean score of
experimental group by using anagram game in pre-test is 35,25 to 63,00 in post-test.
The value of paired sample test is 0,000< 0,05 it means that there is different
significant of the result in the students vocabulary in pre-test and post-test. Second,
the anagram game impact give positive impact to enrich students vocabulary.
Definitely, anagram game becomes effectual media in learning vocabulary.
A. Conclusion
Based on the data analysis and discussion in the previous chapter,
the writer concluded the result of this research shows that studying
vocabulary through Anagram game is one of media that can enhance the
students’ vocabulary. It can be seen of the students of the eight grade of
SMPN 9 Watampone, that the students’ vocabulary enriches by using
Anagram game.It is proven by the data of students’ score both in pre test and
post test. The students’ mean score in post test(63,00) is higher than the mean
score of pre test (35,25). After giving anagram game as treatment, the
students’vocabulary gets enrichment.
Based on the result of significant score showed that 0.000>0.05 it
means that there is different significant of the result in the students
vocabulary in pre-test and post-test.So, it can be concluded that anagram
game can enrich the students’ vocabulary in the eighth grade of SMPN 9
WATAMPONE.
B. Suggestion
In fact, applying anagram game in teaching vocabulary had been
proven beingmore effective. So, the writer would like to give some
suggestions as follows:
1. The English teacher should be creative in managing the material that
should be integrated into classroom. The teacher can use anagram game
as references media in teaching vocabulary. The teacher can take media
in teaching, especially in teaching English vocabulary. Therefore, the
students are always stimulated the students’ interest and motivate them in
learning vocabulary mastery.
2. Students should apply anagram game while in the house, as taught in
schools to increase vocabulary and improve creativity in forming a word.
3. For the other writer, it is suggested that other writer may use the research
results as information or a reference to conduct the research with similar
topic in the same design to improve the students’ vocabulary with different
subject.
Ketersediaan
STAR20190308308/2019Perpustakaan PusatTersedia
Informasi Detil
Judul Seri

-

No. Panggil

308/2019

Penerbit

IAIN BONE : Watampone.,

Deskripsi Fisik

-

Bahasa

English

ISBN/ISSN

-

Klasifikasi

Skripsi Tarbiyahh

Informasi Detil
Tipe Isi

-

Tipe Media

-

Tipe Pembawa

-

Edisi

-

Subyek

Anagram Game

Info Detil Spesifik

-

Pernyataan Tanggungjawab
Tidak tersedia versi lain

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