THE USE OF LOGICO MAXIMO GAME IN TEACHING VOCABULARY AT THE FIRST SEMESTER OF THE SEVENTH GRADE OF SMP MUHAMMADIYAH 1 SUKAU WEST LAMPUNG IN 2016/2017 ACADEMIC YEAR

STIAWAN, ENDRYS (2017) THE USE OF LOGICO MAXIMO GAME IN TEACHING VOCABULARY AT THE FIRST SEMESTER OF THE SEVENTH GRADE OF SMP MUHAMMADIYAH 1 SUKAU WEST LAMPUNG IN 2016/2017 ACADEMIC YEAR. Undergraduate thesis, UIN Raden Intan Lampung.

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Abstract

ABSTRACT THE USE OF LOGICO MAXIMO GAME IN TEACHING VOCABULARY AT THE FIRST SEMESTER OF THE SEVENTH GRADE OF SMP MUHAMMADIYAH 1 SUKAU WEST LAMPUNG IN 2016/2017 ACADEMIC YEAR By ENDRYS STIAWAN This research is about the use of logico maximo game in teaching vocabulary at the first semeseter of the seventh grade of SMP Muhammadiyah 1 Sukau West Lampung in 2016/2017 academic year. The objectives of this research are to describe the process of teaching and learning vocabulary through logico maximo game, to describe the teacher’s problem in teaching vocabulary through logico maximo game and to describe students’ problem in learning vocabulary through logico maximo game. In this research, the researcher used qualitative descriptive research method. The researcher used purposive sampling technique to determine the sample. The researcher chose class VII A which consisted of 29 students because the application of logico maximo has been applied there. In collecting the data, the researcher used three kinds of instruments, they were: observation, interview and questionnaire. The researcher used three major phases of data analysis: they were data reduction, data display and conclusion and drawing or verification. The researcher conducted the reseach in two meetings. After analyzing the data, there were three points of the results. The first, in the process of teaching and learning vocabulary through logico maximo at SMP Muhammadiyah 1 Sukau West Lampung was not running well. The second, the teacher got problem in teaching vocabulary through logico maximo is difficult to handle the class because the students were quite noisy, busy with their own activity like chatting and having much laugh. the third, the problem faced by the students in learning vocabulary through logico maximo game were lack in understand the meaning and range of words.

Item Type: Thesis (Undergraduate)
Subjects: Pendidikan Bahasa Inggris
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris
Depositing User: MTI, S.Kom Syahperi Wahyuni
Date Deposited: 29 Nov 2017 01:39
Last Modified: 29 Nov 2017 01:39
URI: http://repository.radenintan.ac.id/id/eprint/2400

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