Improving the Class VII A Students' Active Participation and Vocabulary Achievement by Using Guessing Games at SMP Negeri 2 Kencong
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Date
2015Author
Aldinda Septidya
Zakiyah Tasnim
Eka Wahjuningsih
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The purpose of this research was to solve the problems dealing with the students' active participation and vocabulary
achievement. The research design was Classroom Action Research. The area and subjects of this research were chosen
purposively by using purposive method. The data collected were vocabulary test, observation, interview and
documentation. The results of this research showed that there were improvement of students' participation and their
listening comprehension achievement in Cycle 1 to Cycle 2. In Cycle 1, there were 77.14% of the students who actively
participated during the teaching learning process. Meanwhile, there were 64.71% of the students who achieved the target
score. Beside, in Cycle 2, there were 84.28% of the students who actively participated during the teaching learning
process, while 77.14% of the students achieved the target score. It proved that the use of Guessing Games could improve
the students' active participation and vocabulary achievement
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- SRA-Education [1352]