使用拼字游戏对南榜市中学11年级学生混合学习词汇掌握的影响

Thio Galih Kuncoro, C. Sutarsyah, K. Nisa
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摘要

本研究旨在了解学生在使用拼字游戏后对词汇的掌握是否有显著的提高,以及学生在使用拼字游戏后对词汇的学习反应如何。研究对象为南榜市sman14中学11班的32名学生。本研究采用一组前测后测设计。研究人员进行了6次试验,包括试验测试、预测试、三次治疗和后测试。数据分析采用重复计量t检验,以p<0.05确定显著性,采用SPSS进行假设检验。经计算,研究结果表明,前测平均得分为77.625,后测平均得分为84.0625,其中增益为6.4375。结果t值(10.376)高于t表(2.0395),双尾显著性值为0.000 < 0.05。结果表明,假设被接受,即学生在使用猜谜游戏后对词汇的掌握有显著的提高。结果还表明,学生词汇能力提高最大的方面是动词,前测平均分为77.86分,后测平均分为86.46分。动词的改进率为8.60,百分比为33.74%。此外,研究者还采用开放式问卷调查的方式,通过拼字游戏来了解学生在词汇学习中的反应。问卷调查的结果显示,大多数学生的工作没有压力,有一些乐趣,并获得了一些新的信息。因此,在此基础上得出结论,拼字游戏技术可以提高学生的词汇掌握水平。
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The effect of using Scrabble Game on students’ vocabulary mastery through blended learning at the eleventh grade of SMAN 14 Bandar Lampung
This research was aimed to find out whether there is any significant improvement in students’ vocabulary mastery after using of scrabble games, and how are students’ response in learning vocabulary after using of scrabble games. The subjects of the research were 32 students of class XI at SMAN 14 Bandar Lampung. One group pre-test post-test design was used in this research. The researcher conducted the research in six meetings which consisted of try out test, pre-test, three times of treatment, and post-test. The data were analyzed by using Repeated Measure T-Test in which the significance was determined by p<0.05 and hypothesis testing was computed using Statistical Package for Social Science (SPSS). Based on the calculation, the result of the research showed that the mean score of pre-tests is 77.625 and the post-test is 84.0625 in which the gain is 6.4375. The results of t-value (10.376) is higher than t-table (2.0395) and the value of two-tailed significance is 0.000 < 0.05. It showed that the hypothesis is accepted that is, there is a significant improvement of students’ vocabulary mastery after the use of guessing games. The result also shows that the most improving aspect of vocabulary is verb with the mean score of pre-tests is 77.86 and the mean score of post-tests is 86.46. The improvement of the verb is 8.60 with the percentage is 33.74%. Moreover, the researcher used the open-ended questionnaire to find the students’ responses in learning vocabulary by using a scrabble game. The result of the questionnaire showed that the majority of the students work with no pressure, have some fun, and get some new information. Therefore, based on the result, it is concluded that scrabble game technique can be applied to improve the students’ vocabulary mastery.
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