Ariful Hakim, Cucu Sutaryah, Ramlan Ginting Suka


Penelitian ini bertujuan untuk mengetahui apakah ada pengaruh terhadap pencapaian vocabulary siswa setelah diajarkan melalui parlour games  dan untuk mengetahui respon siswa terhadap pengajaran vocabulary melalui parlour games.Hasil menunjukkan bahwa siswa diajarkan melalui permainan ini tampaknya lebih menyenangkan dan tertarik untuk belajar kosakata sejak siswa dapat memberikan respon yang baik selama proses belajar mengajar. Proses belajar mengajar menantang dan melibatkan semua siswa dalam permainan. Hal ini dapat dilihat dari peningkatan nilai rata-rata siswa. Skor rata-rata siswa dari pretest adalah 56,50 sedangkan nilai rata-rata posttest adalah 63,40. Setelah membandingkan hasil pretest dan skor posttest, ditemukan bahwa ada peningkatan yang signifikan, skor rata-rata siswa meningkat 6,9 setelah treatment. Berdasarkan hasil, dapat disimpulkan bahwa mengajar vocabulary melalui permainan Parlour dapat memberikan pengaruh positif untuk meningkatkan prestasi kosakata siswa secara signifikan.


This research was intended to find out whether there was an influence of  students’ vocabulary achievement after being taught through parlour games and to know students’ response toward teaching vocabulary through parlour games. The results show that the students taught through parlour games seemed to be more enjoyable and interested in learning vocabulary since the students could provide a good response during teaching learning process. The teaching learning process challenged and involved all students in the game. It can be seen from the increase of the students’ mean score. The students’ mean score of the pretest was 56.50 while the mean score of the posttest was 63.40. After comparing the result of the pretest and the posttest scores, it was found that there was a significant increase, the mean score of the students had increased 6.9 after the treatments. Based on the results, it can be concluded that teaching vocabulary through Parlour games can give positive influence to increase students’ vocabulary achievement significantly.


Keywords: influence, parlour games, vocabulary achievement

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