Wahyudi, Agus (2023) entitled entitled The Effectiveness of Using Taboo Game on Students’ Vocabulary Mastery at the Seventh Grade of SMP Nurul Islam Pasanggar Pegantenan Pamekasan. Diploma thesis, INSTITUT AGAMA ISLAM NEGERI MADURA.
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Abstract
Key Words: Taboo Game, Vocabulary Mastery There are “four skills” in English. They are listening, speaking, reading, and writing. Vocabulary is one of the ways in mastering English, because without vocabulary the teacher and the students cannot understand about English. Because, Vocabulary is the most important in writing and speaking, if the students want to study English language, they must have vocabulary mastery. The game is one of media that can be used on the purpose of creating the students’ enthusiastic in learning, help the students to be more active, the classroom teaching and learning does not get boring and encourage the students. Taboo game inputs several advantages to be implemented in teaching vocabulary especially putting the students to be more active in the classroom teaching activity. There are two problems in this research, namely is there any significant result of Using Taboo Game on Students’ Vocabulary Mastery at the Seventh Grade of SMP Nurul Islam Pasanggar Pegantenan Pamekasan and how significant is the effect of Using Taboo Game. This research uses quantitative approach with experimental research because the variables of this research is discrete manipulated, which have cause-effect relationship and it can measure the degree of effectiveness. While kind of research, the researcher uses pre-experimental research, namely one group pretest-posttest design because the researcher wants to use one single group in giving treatment to the sample. To collect the data, the researcher uses two tests, namely pretest and posttest, and documentation by taking picture in the teaching learning process. The result of this research found that taboo game is really effective to be implemented in teaching vocabulary mastery because this game make the students enthusiastic to learn and collaborate with, it also boosts the students’ interest in following the learning activity since it is a joyful and fun activity so that the students do not get bored in learning. it is proved by the result of statistical analysis using SPSS v.29 showed that the paired t-test result is 0,009, it is lower than the significance 0,05 namely 0,009 < 0,05. It means that H0 is rejected and H1 is accepted, there is siginificant effectiveness of Using Taboo Game on Students’ Vocabulary Mastery at the Seventh Grade of SMP Nurul Islam Pasanggar Pegantenan Pamekasan.
Item Type: | Thesis (Diploma) |
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Subjects: | A General Works > AS Academies and learned societies (General) L Education > L Education (General) |
Divisions: | Fakultas Tarbiyah > Tadris Bahasa Inggris |
Depositing User: | Mr Imam Ghozali |
Date Deposited: | 09 Jul 2024 02:01 |
Last Modified: | 09 Jul 2024 02:01 |
URI: | http://etheses.iainmadura.ac.id/id/eprint/6390 |
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