THE USE OF TEXTTWIST GAME FOR TEACHING VOCABULARY (A Quasi-Experimental Study at the Tenth Grade Students of SMA Islam Ta’allumul Huda Bumiayu)

Meitia Nurdianita, 2201411046 (2015) THE USE OF TEXTTWIST GAME FOR TEACHING VOCABULARY (A Quasi-Experimental Study at the Tenth Grade Students of SMA Islam Ta’allumul Huda Bumiayu). Under Graduates thesis, UNIVERSITAS NEGERI SEMARANG.

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    Abstract

    This research is about the use of texttwist game, a portable computer game published by game house, for teaching vocabulary to the tenth graders of SMA Islam Ta‟allumul Huda Bumiayu, academic year 2014/ 2015. The aim of this research is to find out how the texttwist game is used in teaching vocabulary. In order to achieve the aim of this research, the writer used a quasi-experimental research design. The participants of the research was the tenth grade students of SMA Islam Ta‟allumul Huda Bumiayu,. They were divided into two groups. The first group was named experimental group (X MIPA 1) which was contained of 31 students . The second group was named control group (X BAHASA) which was contained of 36 students. The method of collecting data in this research was mixed-method using quantitative data and supported by qualitative data. There were four meeting in this research including pre-test, treatment, post-test, and questionnaire. The instruments used were field note, questionnaire, and test including pre-test and post-test. The tests were used to find out to know how texttwist game was used in teaching vocabulary. The result of this research showed that texttwist game can be used to teach vocabulary. It was proved by the result of the vocabulary test. The students‟ average score in the pre-test was 52, 01 and in the post-test was 69,8. The students‟ vocabulary was averagely improved by 17,79 points. It was 34, 20 %. It was also proved by the t-test. According to the t-test, the t-value was higher than the t-table (10, 10 > 1, 99). It means that there was a significant difference between the two means. The students‟ participation and attitude during the treatment showed that they appreciated the texttwist game the writer used in the teaching and learning process. The result of the questionnaire analyses also showed that students were interested in texttwist game. It could be conclude that the use of texttwist game enriched the students‟ vocabulary.

    Item Type: Thesis (Under Graduates)
    Uncontrolled Keywords: Texttwist Game, Teaching, Vocabulary
    Subjects: P Language and Literature > PE English
    Fakultas: Fakultas Bahasa dan Seni > Pendidikan Bahasa Inggris (S1)
    Depositing User: sumarsono mahasiswa unnes
    Date Deposited: 10 Nov 2015 07:01
    Last Modified: 10 Nov 2015 07:01

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