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dc.contributor.authorSinaga, Yanti Kristina
dc.date.accessioned2018-05-24T04:09:24Z
dc.date.available2018-05-24T04:09:24Z
dc.date.issued2016-09-01
dc.identifier.urihttp://repository.uhn.ac.id/handle/123456789/1325
dc.description.abstractThis study is a research on the effect of using game on students’ vocabulary achievement at grade VII of SMP NEGERI 12 PEMATANGSIANTAR. In this study, the writer will solve the question which existed in this research, namely: “Is there any significant effect of using game on the students' vocabulary achievement at grade VII in SMP NEGERI 12 PEMATANGSIANTAR?” To overcome the problem above, the writer used some theories, namely: Yakin (1993), Nation (1990), Clark & Fairburn (1997), Napa (1991), Cameron (2001), Salim (2008), Huyen&Nga (2003), Thornbury (2002), Nagy (1984), Hudgins (1964), Slattery and Jane (2001), Bredemeier&Grenblat (1991), Shaptoshvili (2002), Carrier (1980), Elly (1971), Lewis (2006), Lee (1963), Scivener (1994), Hadfield (1999), Asmawir and Usman (2002), Wharton (1995) and Arikunto (2010). In this sudy, the writer used quantitative methodology.The samples are 60 students. Those are two classes. The writer focuses on two classes. Each of class has 30 students. The VII-A is 30 students. The VII-B is 30 students. The VII-A class for control group and the VII-B class for experimental group. The object of this study arecross puzzle and word puzzle about animals at grade VII of SMP NEGERI 12 PEMATANGSIANTAR. The students fill the cross puzzle and word puzzle. To get the data for this research, the writers ask the students to fill the cross puzzle and word puzzle about animals. To analyse the data, the writer used JhonHaycraft. The data analyses and interpretation shows that the average score in experimental class is more than control class;There is a significant effect to increase the students’ vocabulary achievement; The findings are appropriate with the theories using game;The students in experimental class felt interesting, easy and have high desire to repeat the lesson again by using this lesson model. The total of the test in control class shows that the average score are low and in experimental class shows that the average score are high. Finally, the writer concluded that the students in experiment group at gradeVII of SMP NEGERI 12 PEMATANGSIANTAR are more effective after using game than before.The writer gives the pre – test in one group design vocabulary without using gameand the post – test in one group design is by using game, the using game has an effect in teaching students’ vocabulary achievement at grade VII of SMP NEGERI 12 PEMATANGSIANTAR and the result of analyzing the data, the score of t – test is higher than t–table (5,51> 2,00).en_US
dc.language.isoenen_US
dc.publisherLembaga Penelitian dan Pengabdian pada Masyarakat Universitas HKBP Nommensenen_US
dc.subjectEFFECTen_US
dc.subjectUSING GAMEen_US
dc.subjectVOCABULARY ACHIEVEMENTen_US
dc.titleTHE EFFECT OF USING GAME ON STUDENTS VOCABULARY ACHIEVEMENT AT GRADE VII OF SMP NEGERI 12 PEMATANGSIANTARen_US
dc.typeArticleen_US


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