Using Online Crossword Puzzle Game on Teaching Vocabulary in Covid-19 Pandemic Era

Retno Dumilah, Endang Mastuti Rahayu
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Abstract

The objective of this research was to describe the application of using crossword puzzle game on teaching vocabulary in Covid-19 pandemic era. The subject from one class VIII-B in academic year 2020/2021 of Junior High School students from SMPN 22 Surabaya. This research used descriptive quantitative research method. The researcher used participant observation to collected data by observing the ongoing activities and questionnaire to know the opinion and the impression of the students about online vocabulary learning by using crossword puzzle game. The result of participant observation was analyzed in the form of descriptive quantitative and the result of questionnaire was analyzed in the form of percentage. The result of the observation by collaborator showed that almost all of the activity were finshed well. Furthermore, the result of the questionnaire showed there were 61% students chose strongly agree, it meant by using crossword puzzle game, learning vocabulary became easier to understand. Then 34% chose agree, it meant by using crossword puzzle game, learning vocabulary became easier to understand. From the result, it can be concluded that crossword puzzle game could make the learning teaching and learning process became more fun and enjoyable.
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新冠疫情时期在线填字游戏在词汇教学中的应用
本研究的目的是描述在新冠肺炎大流行时期使用填字游戏在词汇教学中的应用。这是来自泗水SMPN 22的初中学生2020/2021学年VIII-B班的课程。本研究采用描述性定量研究方法。研究者采用参与式观察法,通过观察正在进行的活动和问卷调查来收集数据,了解学生对使用填字游戏进行在线词汇学习的看法和印象。参与观察结果采用描述性定量分析,问卷调查结果采用百分比分析。合作者的观察结果表明,几乎所有的活动都完成得很好。此外,问卷调查结果显示,有61%的学生选择了强烈同意,这意味着通过使用填字游戏,学习词汇变得更容易理解。然后34%的人选择同意,这意味着通过使用填字游戏,学习词汇变得更容易理解。从结果可以看出,填字游戏可以使学习教学和学习过程变得更加有趣和愉快。
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