THE EFFECTIVENESS OF USING BLINDFOLD WORD GAME TOWARDS STUDENTS’ VOCABULARY MASTERY OF THE EIGHT GRADE STUDENTS AT SMPN 2 BLAMBANGAN UMPU

H A N I F A H, Rasiman (2024) THE EFFECTIVENESS OF USING BLINDFOLD WORD GAME TOWARDS STUDENTS’ VOCABULARY MASTERY OF THE EIGHT GRADE STUDENTS AT SMPN 2 BLAMBANGAN UMPU. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRACT There were many problems that faced by the students in the process of learning English. These problems occured when the students learning vocabulary. Therefore, Blindfold word game was used to teach vocabulary. Blindfold word game was one of the game that can improve students‟ vocabulary. The objective of this research was to find out whether there was significant effect of using Blindfold word game toward students‟ vocabulary mastery of the eight grade at SMPN 2 Blambangan Umpu. This research used quasi-experimental design to conducted this research. The population of this research was the eight grade students of SMPN 2 Blambangan with the total 96 students. This research was used cluster random sampling to determined the sample. The sample of this research consisted of 2 classes: 32 students in class VIII A as the experimental class and 32 students in class VIII B as the control class. Blindfold word game was used in the experimental class, while textbook in the control class. Instrument was used to collected the data in the form of multiple choices with the total 36 items for pre-test and 36 items for post-test. After gave pre-test and post-test, normality and homogeneity were used to analysis the data by using SPSS version 29 to computed the Independent Sample t-Test. According to the data analysis calculated used SPSS, it obtained that the result of Sig. (2-tailed) in Independent Sample t-Test was 0.000, it was lower than < 0.05. It showed that (Ho) was rejected and (Ha) was accepted. It was that Blindfold game has a significant effect on the students‟ vocabulary mastery of eight grade at SMPN 2 Blambangan Umpu. It was concluded that Blindfold word game was effective to improve students vocabulary mastery of eight grade students at SMPN 2 Blambangan Umpu. Keywords : Vocabulary Mastery, Quasi-Experimental Design, Blindfold Game.

Item Type: Thesis (Diploma)
Subjects: Pendidikan Bahasa Inggris
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 27 May 2024 07:08
Last Modified: 27 May 2024 10:07
URI: http://repository.radenintan.ac.id/id/eprint/33364

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