THE USE OF KIM’S GAME FOR TEACHING VOCABULARY (A Quasi Experimental Study of the Seventh Grade Students of SMPN 1 Kandeman in the Academic Year of 2015/2016)

Haifa Khairunnisa , 2201411087 (2016) THE USE OF KIM’S GAME FOR TEACHING VOCABULARY (A Quasi Experimental Study of the Seventh Grade Students of SMPN 1 Kandeman in the Academic Year of 2015/2016). Under Graduates thesis, Universitas Negeri Semarang.

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    Abstract

    This final project is about the use of Kim’s game to teach vocabulary in the seventh grade students of SMPN 1 Kandeman in the academic year of 2015/2016. Kim’s game is one of games which can be used for young learners to know about new vocabulary by using some realia around their surroundings. The objectives of the study are; to describe the use of Kim’s game applied to teach vocabulary at the seventh grade students of SMPN 1 Kandeman and to find out whether the use of Kim’s game is effective to improve the seventh grade students’ vocabulary mastery compared to conventional technique. The research design of this study is a quasi experimental research. The population is the seventh grade students of SMPN 1 Kandeman in the academic year of 2015/2016. The samples consisted of 72 students. The data were obtained by giving vocabulary test to the VII H as the control group and VII I as the experimental group. The study was started by giving pre-test, treatments and posttest to both groups. Kim’s game was used as treatment in the experimental group, while conventional technique was applied in the control group. The results of the test were analyzed by using SPSS program to know the difference of the students’ achievement in vocabulary mastery between two groups. In the pre test result, the mean score of the experimental group was 63,33 and the control group was 64,3. After the treatment, the post test was conducted to both groups. In the post-test, the mean score of the experimental group was 83,47 while the control group got 76,1. The result showed that the students` improvement of the experimental group was higher than that of the control group. In addition, based on the t-test computation, the result of t-value in the post test obtained 4.541 and Sig. (2-tailed) value was 0.000. Because t-value was higher than t-table (4.541 > 1.994) and Sig. (2-tailed) value was lower than 0.05, it meant that there was a significant difference between the two groups. Moreover, the analysis of the questionnaire also showed that most of the students gave positive responses towards the use of Kim’s game in their learning.

    Item Type: Thesis (Under Graduates)
    Uncontrolled Keywords: vocabulary, Kim’s game, quasy-experimental study.
    Subjects: L Education > L Education (General)
    L Education > Special Education > Language and literature education
    P Language and Literature > PE English
    Fakultas: Fakultas Bahasa dan Seni > Pendidikan Bahasa Inggris (S1)
    Depositing User: Indah Tri Pujiati
    Date Deposited: 23 Jan 2018 08:31
    Last Modified: 23 Jan 2018 08:31

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