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dc.contributor.advisorTASNIM, Zakiyah
dc.contributor.advisorARIYANTO, Sugeng
dc.contributor.authorRAHMAWATI, Yeni
dc.date.accessioned2017-01-20T07:50:16Z
dc.date.available2017-01-20T07:50:16Z
dc.date.issued2017-01-20
dc.identifier.nimNIM120210401016
dc.identifier.urihttp://repository.unej.ac.id/handle/123456789/79029
dc.description.abstractThis experimental research was intended to know whether or not there was a significant effect of using Scrabble Game on the seventh grade students’ vocabulary achievement at MTsN Negeri Sukowono. The design used in this research was quasi experimental research with pretest-posttest non – equivalent group design. The researcher used Scrabble Game as media in vocabulary teaching learning process. This research was conducted to investigate the effect of using Scrabble Game on the Seventh Grade Students’ Vocabulary Achievement, using two classes of the seventh grade students at MTsN Negeri Sukowono as the research respondents. Those two classes were determined based on their vocabulary test homogeneity test. To determine the both groups as the experimental group (VII-F) and the control group (VII-E), the researcher used lottery. The number of the research respondents was 80 students, with 40 students for each class. The researcher used two lesson plans to conduct the vocabulary teaching learning process in two meetings for each group. The experimental group got a treatment by using Scrabble Game and the control group did not get the treatment. The control group was taught vocabulary in conventional way, the one used by the English teacher at MTsN Negeri Sukowono. There were two kinds of data in this research, namely primary data and secondary data. The primary data were collected from the students’ scores pretest- posttest. Then, the secondary data were collected from interview and documentation. The results of interview and documentation were used to support the primary data. The scores from the results of pretest-posttest were used to compare score deviation between the groups after giving a treatment. Based on the results of data analysis by using Independent Sample T-test, the mean score of experimental class was 7.9250, while the mean score of control group was 3.5750. The degree of freedom was 80. The value of 80 here was the total number of students from both classes (the experimental and the control class). Moreover, in the output of Independent Sample T-test column showed that the sig. value was 0.02. It was lower than 0.05. It meant that the mean scores of two groups were different. So, it could be concluded that there was a significant difference between the mean scores of the experimental and the control groups. It proved that the null hypothesis in this research “There is no significant effect of using Scrabble Game on the seventh grade students’ vocabulary achievement at MTs Negeri Sukowono 2015/2016 Academic Year” was rejected and the alternative hypothesis “There is asignificant effect of using Scrabble Game on the seventh grade students’ vocabulary achievement at MTs Negeri Sukowono 2015/2016” was accepted. Based on the result above, it could be recommended to the English teacher thatScrabble Game can be used as media in teaching vocabulary and to give a variation in teaching learning process of vocabulary.en_US
dc.language.isoiden_US
dc.relation.ispartofseries120210401016;
dc.subjectSCRABBLE GAMEen_US
dc.subjectVOCABULARYACHIEVEMENTen_US
dc.titleTHE EFFECT OF USING SCRABBLE GAME ON THE SEVENTH GRADE STUDENTS’ VOCABULARYACHIEVEMENT AT MTS NEGERI SUKOWONO 2015/2016 ACADEMIC YEARen_US
dc.typeUndergraduat Thesisen_US


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