The Improving of the Student’s Vocabulary Achievement through Crossword Game in the New Normal Era

Yolanda Dita Bella, Endang Mastuti Rahayu
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引用次数: 2

Abstract

This research attempted to verify improved vocabulary achievement using the Crossword Game for the eleventh-grade students of SMAN 1 Krian. The method used was classroom action research. The reason why this research was done is because of the pre–cycle outcome. Only five students passed the criteria of minimum score (KKM). So, the researcher wanted to give fun vocabulary learning through Crossword Games. This research was done in 3 cycles. And the subject was one class of eleventh-grade students, which was a class that consisted of 28 students. The instruments were observation, tests, and questionnaires. According to the data analysis, the second cycle's scores are higher than the first. From 17% in pre–test to 75% in post–test 1, it meant that there was an improvement about 58%. Post-test 2, the students passed 85%. Observation showed that students became more engaged when crossword games were used, and their activities dominated the learning process. As much as 92% of students gave a positive opinion about crossword games that said crossword was fun, engaging, and easy for students to study vocabulary. Therefore, teaching the English language using crossword puzzle games could improve the students' vocabulary achievement.
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新常态下填字游戏对学生词汇成绩的提高
本研究试图用填字游戏来验证SMAN 1 Krian的11年级学生词汇成绩的提高。使用的方法是课堂行动研究。做这项研究的原因是由于周期前的结果。只有5名学生通过了最低分数(KKM)标准。因此,研究人员希望通过填字游戏提供有趣的词汇学习。这项研究分三个周期进行。实验对象是一个11年级的班级,这个班级有28个学生。方法为观察、测试和问卷调查。根据数据分析,第二个周期的得分高于第一个周期。从前测的17%到后测1的75%,这意味着有58%的改善。后测2,学生通过率85%。观察发现,当使用填字游戏时,学生变得更加投入,他们的活动主导了学习过程。多达92%的学生对填字游戏给予了积极的评价,他们认为填字游戏很有趣,很吸引人,而且很容易让学生学习词汇。因此,使用填字游戏进行英语教学可以提高学生的词汇成绩。
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