Penulis Utama : Yushinta Budianita
Penulis Tambahan : -
NIM / NIP : X.2208543
Tahun : 2011
Judul : The Use of Games to Improve Students’ Vocabulary Mastery (A Classroom Action Research at the Third Grade of SD Negeri Margorejo 1 No. 112 Surakarta in Academic Year 2010/2011)
Edisi :
Imprint : Surakarta - FKIP - 2011
Kolasi :
Sumber : UNS-Pascasarjana Prodi. Linguistik-X.2208543-2011
Subyek : PEMBELAJARAN
Jenis Dokumen : Tesis
ISSN :
ISBN :
Abstrak : A thesis. Surakarta : Teacher Training and Education Faculty Sebelas Maret University Surakarta. 2011. This thesis is written to identify the improvement of students‟ vocabulary mastery by using games. The objectives of the research are to know whether and to what extent the use of games can improve the students‟ vocabulary mastery and to describe the way games can improve students‟ vocabulary mastery at the third grade of SDN Margorejo I No 112 Surakarta. This research is a classroom action research. It was conducted at SDN Margorejo I No 112 Surakarta. The research was conducted in two cycles from October 23th to December 4th 2010 at the third grade of SDN Margorejo I No 112 Surakarta in the academic year 2010/2011. The research data were collected by using some techniques. They were qualitative and quantitative data collection techniques. Interview, observation and questionnaire were the techniques for getting qualitative data. They were in the form of recording, observation report, photographs, and questionnaire form. The quantitative data included the written and oral tests taken before and after the cycles were implemented. Then the writer compared the mean scores of each cycle from cycle 1 and cycle 2. The result of the research shows that the use of games can improve the students‟ vocabulary mastery. There was an improvement on the mean score of the test. In pre-test the score was 56.6. In the first cycle it was 72.3 and improved to 74.5 in the second cycle. This technique could make the students pay attention and involve in the teaching and learning properly. The activity of games also improved students‟ interest and participation in learning vocabulary. Games can create a motivating situation so that the students do not feel bored in the learning activity. Therefore, game is very potential to be applied in teaching vocabulary.
File Dokumen Tugas Akhir : abstrak.pdf
Harus menjadi member dan login terlebih dahulu untuk bisa download.
yushinta budianita.pdf
File Dokumen Karya Dosen : -
Status : Public
Pembimbing : 1. Drs. Martono, M.A
Catatan Umum :
Fakultas : Pascasarjana