Sari, Lisa Rahmi (2022) PENGGUNAAN “GAMES TO LEARN ENGLISH” SEBAGAI ALAT UNTUK MENINGKATKAN PENGUASAAN KOSAKATA BAHASA INGGRIS DI KELAS TUJUH SMPN 27 BULUKUMBA = USING “GAMES TO LEARN ENGLISH” AS A TOOL TO INCREASE ENGLISH VOCABULARY MASTERY AT 7TH GRADE JUNIOR HIGH SCHOOL 27 BULUKUMBA. Skripsi thesis, Universitas Hasanuddin.
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Abstract (Abstrak)
The aims of this research are to describe the aspects of “Games to Learn English” that are potential to increase students’ vocabulary and how these games improve the students’ mastery in vocabulary at seventh grade junior high school 27 Bulukumba, South Sulawesi.
This study used a pre-experimental method, which used pre-test and post-test as research instruments. The population of this research is the seventh grade students of junior high school 27 Bulukumba and the number of samples is 20 students with total sampling technique. The writer analyzes the data obtained used a quantitative data analysis.
The results of the data show that the students’ mean score in the post-test is greater than their mean score at the pre-test. The pre-test mean score is 1,51 (Fair) and Post-test mean score is 2,68 (Good). The degree freedom for 18 at significance 5% was 2,10092, while the value of t-test was 9. It means that the t-test value was higher than the degree of freedom (9>2,10092). Therefore, it can be concluded that using games to learn English to increase English vocabulary mastery is effective.
Keywords : Vocabulary Mastery, Digital Games.
Item Type: | Thesis (Skripsi) |
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Uncontrolled Keywords: | Penguasaan Kosakata, Game Digital |
Subjects: | P Language and Literature > PR English literature |
Divisions (Program Studi): | Fakultas Ilmu Budaya > Bahasa Inggris |
Depositing User: | S.Sos Rasman - |
Date Deposited: | 26 Jan 2023 07:23 |
Last Modified: | 26 Jan 2023 07:23 |
URI: | http://repository.unhas.ac.id:443/id/eprint/24289 |