The use of guessing game to improve students' vocabulary mastery

Ajeng Anggraini, Muhammad Sukirlan, Ramlan Ginting Suka

Abstract


Penelitian ini bertujuan untuk mengetahui apakah ada peningkatan yang signifikan pada kemampuan kosa kata siswa setelah diajar dengan menggunakan guessing game, dan bagaimana respon siswa dalam pembelajaran kosa kata setelah diajar menggunakan guessing game. Populasi penelitian ini adalah siswa kelas satu SMPN 4 Bandar Lampung. Sampel dari penelitian ini adalah kelas VII A yang terdiri dari 32 siswa. Penelitian ini menggunakan desain kuntitatif dengan menggunakan tes kosa kata dan desain kualitatif dengan menggunakan kuesioner. Hasil dari penelitian ini menunjukan bahwa terdapat hasil yang signifikan terhadap kosa kata siswa setelah diajar menggunakan guessing game karena t-value > t-table. Aspek kosa kata yang paling tinggi peningkatannya yaitu kata kerja. Selain itu, hasil kedua yang diteliti menggunakan kuesioner menunjukan bahwa sebagian besar siswa belajar tanpa tekanan, belajar dengan senang, dan mendapatkan pengetahuan baru. 

The aims of the research were to find out whether there was a significant improvement in students’ vocabulary mastery after being taught by using guessing game, and how is students’ response in vocabulary mastery after being taught by using guessing game. The population of the research was the first-grade students’ of SMPN 4 Bandar Lampung. The sample of the research was class VII A consisted of 32 students. This research applied a quantitative and qualitative design. The result of this research showed that there was a significant improvement in students’ vocabulary mastery after being taught by using guessing game since t-value > t-table. And the most improved aspect of vocabulary was verb. In addition, the second research which used questionnaire showed that the majority of the students work with no pressure, have some fun, and get some new information.

Keywords: vocabulary, guessing game, students’ response.


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References


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