IMPROVING STUDENTS’ VOCABULARY MASTERY THROUGH RIDDLE GAME

Puspita Sari Nasution, S. Daulay, Didik Santoso
{"title":"IMPROVING STUDENTS’ VOCABULARY MASTERY THROUGH RIDDLE GAME","authors":"Puspita Sari Nasution, S. Daulay, Didik Santoso","doi":"10.22202/tus.2023.v9i4.7603","DOIUrl":null,"url":null,"abstract":"In this research, Classroom Action Research (PTK) was used to determine whether students' vocabulary mastery was better with the Riddle game. This research involved 49 students in class VIII SMP IT Nurul Ilmi. The aim is to improve students' vocabulary mastery through playing Riddles. This study was carried out in two cycles, with planning, implementation, observation and reflection included. Quantitative and qualitative data were collected. The results of observations and interviews were used to obtain qualitative data. Students' vocabulary scores in pre-test, post-test, and questionnaires are sources of quantitative data. The research results showed that students mastered vocabulary better, as shown by the average pre-test score of 53.3, the average post-test 1 score of 70.9, and the average pot-test cycle 2 score of 83.5. Apart from that, there were 4 students (8.16%) who met the Minimum Completeness Criteria (KKM) in the pre-test. In cycle 1, there were 27 students (55.1%) who met the KKM, and the results obtained were that 42 students (85.7%) met the KKM in the post-test cycle 2. Thus, the success criteria were achieved. The results of the questionnaire then showed that the Riddle game increased the vocabulary learning response. The results of observations and interviews show that students are motivated in the teaching and learning process when using the Riddle game with an average pre-questionnaire score of 47%.09% after the questionnaire becomes 94.8%, this has increased by 47.71%.","PeriodicalId":432026,"journal":{"name":"TELL-US JOURNAL","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"TELL-US JOURNAL","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22202/tus.2023.v9i4.7603","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In this research, Classroom Action Research (PTK) was used to determine whether students' vocabulary mastery was better with the Riddle game. This research involved 49 students in class VIII SMP IT Nurul Ilmi. The aim is to improve students' vocabulary mastery through playing Riddles. This study was carried out in two cycles, with planning, implementation, observation and reflection included. Quantitative and qualitative data were collected. The results of observations and interviews were used to obtain qualitative data. Students' vocabulary scores in pre-test, post-test, and questionnaires are sources of quantitative data. The research results showed that students mastered vocabulary better, as shown by the average pre-test score of 53.3, the average post-test 1 score of 70.9, and the average pot-test cycle 2 score of 83.5. Apart from that, there were 4 students (8.16%) who met the Minimum Completeness Criteria (KKM) in the pre-test. In cycle 1, there were 27 students (55.1%) who met the KKM, and the results obtained were that 42 students (85.7%) met the KKM in the post-test cycle 2. Thus, the success criteria were achieved. The results of the questionnaire then showed that the Riddle game increased the vocabulary learning response. The results of observations and interviews show that students are motivated in the teaching and learning process when using the Riddle game with an average pre-questionnaire score of 47%.09% after the questionnaire becomes 94.8%, this has increased by 47.71%.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
通过谜语游戏提高学生掌握词汇的能力
在这项研究中,课堂行动研究(PTK)被用来确定学生是否通过猜谜游戏更好地掌握了词汇。这项研究涉及 49 名八年级 SMP IT Nurul Ilmi 班的学生。目的是通过猜谜语游戏提高学生的词汇掌握能力。本研究分两个周期进行,包括计划、实施、观察和反思。收集了定量和定性数据。观察和访谈的结果用于获取定性数据。学生在前测、后测和问卷调查中的词汇得分是定量数据的来源。研究结果显示,学生对词汇的掌握情况较好,前测平均分为 53.3 分,后测 1 平均分为 70.9 分,第二轮测试平均分为 83.5 分。此外,有 4 名学生(8.16%)在前测中达到了最低完整度标准(KKM)。在周期 1 中,有 27 名学生(55.1%)达到了 "最低完整度标准",而在周期 2 的后测 中,有 42 名学生(85.7%)达到了 "最低完整度标准"。因此,达到了成功标准。问卷调查结果显示,谜语游戏提高了学生的词汇学习反应。观察和访谈结果表明,在使用谜语游戏时,学生在教学过程中的积极性很高,问卷调查前的平均得分率为 47%.09%,问卷调查后的得分率为 94.8%,提高了 47.71%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
OPTIMIZING THE USE OF AUTHENTIC MATERIALS IN THE WORD FORMATION PROCESS TO IMPROVE STUDENTS’ UNDERSTANDING IN THE ENGLISH MORPHOLOGY SUBJECT EFL STUDENTS’ PERCEPTIONS OF ONLINE LISTENING COURSES DURING THE COVID-19 PANDEMIC DEMYSTIFYING STUDENT NEEDS IN NON-ENGLISH PROGRAMS FOR ENGLISH-SPECIFIC PURPOSES CONVERGENCES AND DIVERGENCES BETWEEN AN EFL TEACHER’S BELIEFS AND CLASSROOM PRACTICES IN TEACHING SPEAKING EXPLORING OF LINGUISTIC KNOWLEDGE IN ELEMENTARY LEARNERS: CHALLENGES AND BARRIERS
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1