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dc.contributor.authorAldinda Septidya
dc.contributor.authorZakiyah Tasnim
dc.contributor.authorEka Wahjuningsih
dc.date.accessioned2015-09-17T01:22:30Z
dc.date.available2015-09-17T01:22:30Z
dc.date.issued2015
dc.identifier.urihttp://repository.unej.ac.id/handle/123456789/63485
dc.description.abstractThe 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 achievementen_US
dc.publisherUNEJen_US
dc.subjectClassroon Action Researchen_US
dc.subjectGuessing Gamesen_US
dc.subjectVocabulary Achievementen_US
dc.subjectStudents' Active Participationen_US
dc.titleImproving the Class VII A Students' Active Participation and Vocabulary Achievement by Using Guessing Games at SMP Negeri 2 Kencongen_US
dc.typeArticleen_US


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  • SRA-Education [1352]
    Koleksi Artikel Hasil Penelitian Mahasiswa S1 Bidang Pendidikan (FKIP)

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