Lewati ke konten utama
Beranda / Publikasi / Thesis
ThesisOpen AccessTerbit 2018Versi 1

The Effect of Using Riddle Game on Students' Vocabulary Mastery at the First Grade Students of SMPN 4 Padang Panjang

Skripsi, Thesis, Disertasi, dan Tugas Akhir•Pendidikan Bahasa Inggris•4 dilihat · 2 unduhan

Abstrak

ABSTRACT Sonya Anissa, 2313.028. The Effect of Using Riddle Game on Students’ Vocabulary Mastery at the First Grade Students of SMPN 4 Padang Panjang. A Thesis, State Islamic Institute (IAIN) Bukittinggi, 2018. This research was done at SMPN 4 Padang Panjang, where most of the students still encountered problems in mastering English especially vocabulary mastery. Most of students did not learn English at elementary school so that, they were still lack of vacabulary. The students were difficult to remember vocabulary that they have learned. As a result, only a few students were able to master vocabulary. The main focus of the research to discover the effect of using Riddle Game on students’ vocabulary mastery. This research was an experimental research. The researcher used a quasi-experimental design by using the pretest-posttest control group design. The population of this research was the first grade students of SMPN 4 Padang Panjang. The sample was I.4 was treated as experimental class and taught by using Riddle Game and I.8 was treated as control class and taught without using Riddle Game. To determine the sample, the researcher used purposive sampling technique based on some considerations. The data was gotten through pre-test and post-test to experimental and control class. As prerequisite to testing the hypothesis, the researcher used the normality by using Lillifors test and the homogenity test by using F test and to test the Hypothesis the researcher used t-test formula and consulted to result into t-table with level of significance (α) = 0.05. From the result and accounting the pre-test and post-test scores of the experimental class, it was found that the t-obtained (11.64) was higher than the t-table (2.0244) with degree of freedom (df) 20+20-2 = 38 and α = 0.025. So, the alternative hypothesis (Ha) was accepted which means that there was significant effect of Riddle Game on students vocabulary mastery. Then, the calculation of post-test of both classes; experimental class and control class, it was obtained that the t obtained was (3.902) which was higher than t-table (2.0244). With degree of freedom 20+20-2 = 38 and α = 0.025. So, the alternative hyphothesis (Ha) was accepted which means that there is significant difference between using Riddle Game and without using Riddle Game. Then, t-obtained both of classes in third hypothesis was (3.902) which was higher than t-table (1.68488) with α = 0.05. So, the alternative hyphothesis (Ha) was accepted which means that using Riddle Game is better than without using Riddle Game in teaching vocabulary mastery. So, it can be concluded that the entire hyphothesis is accepted. It proved that using Riddle Game can help the students in improving their vocabulary mastery. Kewords: Riddle Game , Vocabulary Mastery ABSTRAK Sonya Anissa, 2313.028. Pengaruh Penggunaan Riddle Game terhadap Penguasaan Kosakata Siswa pada Siswa Kelas VII SMPN 4 Padang Panjang. Skripsi, Institut Agama Islam Negeri (IAIN) Bukittinggi, 2018. Penelitian ini telah di lakukan di SMPN 4 Padang Panjang, dimana masih banyak siswa menghadapi masalah-masalah dalam penguasaan Bahasa Inggris, khususnya penguasaan kosakata. Sebagian besar siswa tidak mempelajari Bahasa Inggris saat masih di sekolah dasar jadi, mereka masih kurang dalam kosakata. Para siswa sulit untuk mengingat kosakata yang telah mereka pelajari. Hasilnya, hanya beberapa siswa yang dapat menguasai kosakata. Penelitian ini bertujuan untuk menemukan pengaruh penggunaan Riddle Game terhadap penguasaan kosakata siswa. Jenis penelitian yang digunakan adalah penelitian eksperimen. Peneliti menggunakan penelitian Quasi eksperimen dengan menggunakan model pretest-posttest. Populasi dari penelitian ini adalah siswa tingkat pertama di SMPN 4 Padang Panjang. Kelas I.4 diperlakukan sebagai kelas eksperimen yang diajar dengan menggunakan Riddle Game dan I.8 sebagai kelas kontrol tanpa menggunakan Riddle Game. Peneliti menggunakan purposive sampel untuk menentukan sampel dengan beberapa pertimbangan pada penelitian ini. Untuk menganalisis data, peneliti menggunakan tes normalitas dengan memakai uji Lillifors dan menggunakan tes homogenitas dengan menggunakan uji-F. Sedangkan untuk menguji hypothesis peneliti menggunakan uji-t dan mengkonsultasikan hasilnya dengan tabel derajat (α) = 0,05. Dari hasil penelitian dan perhitungan tes awal dan akhir dari kelas eksperiment terdapat hasil uji t-hitung (11,64) lebih tinggi daripada t-table (2.2044) dengan derajat kebebasan adalah df 20+20-2= 38 dengan (α)= 0,025. Jadi, hipotesis alternatif (Ha) diterima bahwa ada pengaruh yang signifikan dengan menggunakan Riddle Game. Kemudian, perhitungan akhir dari dua kelas: kelas eksperimen dan kelas kontrol di peroleh t-hitung (3,902) lebih tinggi dari t-table (2,0244) dengan derajat kebebasan (df) = 20 + 20 – 2 = 38 dengan (α) = 0,025. Jadi, hipotesis alternatif diterima bahwa terdapat perbedaan yang antara penggunaan Riddle Game dan tanpa menggunakan Riddle Game. Kemudian antara dua kelas diperoleh t-hitung (3,902) lebih tinggi daripada t-table (1,68488) dengan (α) = 0,05. Jadi, hipotesis alternatif diterima yang berarti bahwa penggunaan Riddle Game lebih baik dari pada tanpa mengguanakan Riddle Game. Ini membuktikan bahwa Riddle Game dapat membantu siswa dalam meningkatkan penguasaan kosakata mereka. Kata kunci : Riddle Game, Penguasaan Kosakata

Kata kunci

Riddle Game, Pengusaan Kosakata

Informasi bibliografis

Versi dan riwayat publik

  1. Versi 1The Effect of Using Riddle Game on Students' Vocabulary Mastery at the First Grade Students of SMPN 4 Padang Panjang2018 · oai:ais:skripsi:2523