Using Guessing Game In Learning Descriptive Text To Enhance Students’ Speaking Ability At The Seventh Grade Of Smpn 8 Watampone

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This research presents about learning media in form of Guessing Game in
Learning Descriptive Text to enhance Students’ Speaking Ability at the Seventh
Grade of SMPN 8 Watampone. This research aims to find out The Using Guessing
Game in Learning Descriptive Text to enhance Students’ Speaking Ability. There are
two variables in this research. The dependent variable is students’ speaking ability.
The independent variable is Guessing Game in Learning Descriptive Text. This
research applied quantitative method which used pre-experimental research with one
group pre-test and post-test. The researcher used purposive sampling. The sample
consists of 10 students from the at the VII C of SMPN 8 Watampone. The researcher
gave pre-test, treatments, and post-test. The data on the students’ speaking skill were
analyzed by using SPSS 25. The experimental group was given pre-test, treatment
and post-test by using Guessing game in learning descriptive text. The result of this
research shows that after teaching speaking using Guessing game in learning
descriptive text, the students have good skill in speaking. It shows from the mean
score of post-test was significantly higher than pre-test (6.000 > 3.800). It also can be
seen from the result of t-test showed 0,009 which was < significant degree (0,05). It
can be defined that H0 (null hypothesis) is rejected, and automatically H1 (alternative
hypothesis) is accepted. Therefore, it can be stated that using Guessing game in
learning descriptive text is effective in enhancing students’ speaking ability.
A. Conclusion
In conclusion, The guessing game in learning descriptive text is suitable to
be applied to enhance students' speaking ability. It can be proved by seeing the mean
score and standard deviation of pre-test and post-test. The mean score of pre-test is
3.800 and standard deviation of pre-test is 1.317. While, the mean score of post-test is
6.000 and standard deviation of post-test is 2.000. Furthermore, the t-test result
showed 0,009 which was < significance degree (0,05). It indicated that H1 was
accepted and H0 was rejected. It means that there was a different significant of the
students’ speaking ability in pre-test and post-test after giving treatment through
Using Guessing Game in Learning Descriptive text.
B. Suggestion
Based on the research results and conclusion, the researcher would like to give
suggestions as follows:
1. For the teacher
English teacher must be creative in managing material that must be integrated
into the classroom.
2. For the student
Learning English is essential for life nowadays. The students must be active to
learn speaking as it is the basic of learning English.
3. For the next
Due to this research gave quite good result, it is expected that other next
researcher can do better that this research and provide the better result.
Ketersediaan
STAR2022007878/2022Perpustakaan PusatTersedia
Informasi Detil
Judul Seri

-

No. Panggil

78/2022

Penerbit

IAIN BONE : Watampone.,

Deskripsi Fisik

-

Bahasa

English

ISBN/ISSN

-

Klasifikasi

Skripsi Tarbiyah

Informasi Detil
Tipe Isi

-

Tipe Media

-

Tipe Pembawa

-

Edisi

-

Subyek

Guessing Game

Info Detil Spesifik

-

Pernyataan Tanggungjawab
Tidak tersedia versi lain

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