Penulis Utama : Titi Rahayu
Penulis Tambahan : -
NIM / NIP : X.2210027
Tahun : 2012
Judul : Improving Students’ Vocabulary Mastery Using Games (An Action Research at Fourth -Year of SD Negeri Demakan 01 in Academic Year 2011/2012)
Edisi :
Imprint : Surakarta - FKIP - 2012
Kolasi :
Sumber : UNS-FKIP Prodi. English Department-X.2210027 2012
Jenis Dokumen : Skripsi
Abstrak : ABSTRAK The objectives of the research are (1) to identify to what extent the use of games improve vocabulary mastery at fourth year students of SD NegeriDemakan 01, and (2) to describe the class climate when games are implemented in the class. The preliminary research showed that the students had problems in vocabulary mastery. The indicators of the problem are lowachievement in vocabulary, difficulty to grasp the meaning of words, difficulty to spell the words, problem in pronouncing the words, difficulty to interpret the meaning of the words, and difficulty to use words in appropriate context of situation. The research was done in SD Negeri Demakan 01 from February to June 2012. The subject of the research was the students of fourth grade of SD Negeri Demakan 01 consisting 36 students, 20 female students and 16 male students. It was a classroom action research. The researcher took some steps for each cycle: planning, action, observation, and reflection. Based on the pretest result, it could be seen that students‟ vocabulary mastery was poor. From the total 36 students in class IV of SD N Demakan 01only 5 students fulfilled the Kriteria Ketuntasan Minimum (KKM). The average score of the test is 58.1 which is below KKM (71). After the Action Research was done, the mean score of post-test in cycle 1 is 67.6, and the mean score of post-test in cycle 2 is 74.8. The research findings show that games could improve vocabulary mastery and the class climate. The improvement of students‟ vocabulary mastery includes: (1) the students could understand the meaning of words;(2) the students had fewer mispronunciations;(3) the students could spell the vocabulary correctly; (4) the students could apply the vocabulary in appropriate context of situation. The improvement of class climate includes: (1) students‟ interest toward the material increased; (2) students were active during the lesson; (3) they could work either in group or individually. Finally, it can be concluded that the use of Games can improvethe students‟ vocabulary mastery and the class climate. Based on such findings as presented above, the researcher expects that Games can be used inother English classes.
File Dokumen Tugas Akhir : abstrak.pdf
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File Dokumen Karya Dosen : -
Status : Public
Pembimbing : 1. Prof. Dr. Joko Nurkamto, M.Pd
2. Drs. Suparno, M.Pd
Catatan Umum :
Fakultas : Fak. KIP