PENERAPAN PERMAINAN DIGITAL DAN PENGARUHNYA TERHADAP PENINGKATAN KOSAKATA SISWA KELAS DUA DI SMP NEGERI 1 TELLU SIATTINGE = THE APPLICATION OF DIGITAL GAMES AND ITS EFFECT ON VOCABULARY IMPROVEMENT OF THE SECOND GRADE STUDENTS AT SMP NEGERI 1 TELLU SIATTINGE


Safitri, Yulia Udin (2022) PENERAPAN PERMAINAN DIGITAL DAN PENGARUHNYA TERHADAP PENINGKATAN KOSAKATA SISWA KELAS DUA DI SMP NEGERI 1 TELLU SIATTINGE = THE APPLICATION OF DIGITAL GAMES AND ITS EFFECT ON VOCABULARY IMPROVEMENT OF THE SECOND GRADE STUDENTS AT SMP NEGERI 1 TELLU SIATTINGE. Thesis thesis, Universitas Hasanuddin.

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Abstract (Abstrak)

The research aims (1) to investigate the extent to which digital games (Jeopardy! and Kahoot!) are effective in improving the vocabulary of the second-grade students at SMP Negeri 1 Tellu Siattinge, and (2) to address digital games (Jeopardy! and Kahoot!) improve the vocabulary of the second-grade students at SMP Negeri 1 Tellu Siattinge. The experimental group and control group were selected randomly referring to the quantitative approach designed as the quasi-experimental method used in the research. The participants were the second-grade students at SMP Negeri 1 Tellu Siattinge who were selected using the purposive sampling technique. The research independent variable was the digital games, while the dependent variable was the vocabulary improvement. The research result indicates that the experimental group exceeds the control group in the test given to the students. However, prior to this the experimental group was treated using the digital games and the control group was treated using the lecturing method in their English classes. This is indicated by the different scores between the two groups, in which the experimental group obtains the mean score of 49.65, on the other hand, the control group obtains the mean score of 27.01. This is proven by the t-test score of 5.617 and the t-test score of 2.007. This result means that H0 is rejected and H1 is accepted. The data analysis is supported by SPSS 16.0 programme. It can be concluded that the digital games effectively improve the students’ vocabulary with the significant value of p < 0.05.

Keywords: Digital Games, Effect, Vocabulary Improvement

Item Type: Thesis (Thesis)
Uncontrolled Keywords: Digital Games, Effect, Vocabulary Improvement
Subjects: P Language and Literature > PR English literature
Divisions (Program Studi): Fakultas Ilmu Budaya > Bahasa Inggris
Depositing User: S.Sos Rasman -
Date Deposited: 15 Mar 2024 00:13
Last Modified: 15 Mar 2024 00:13
URI: http://repository.unhas.ac.id:443/id/eprint/30213

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