INTAN, PERMATA SARI (2026) THE EFFECTIVENESS OF USING MAGIC DAKON TOWARDS STUDENTS’ VOCABULARY MASTERY AT THE SEVENTH GRADE OF MTS NEGERI 2 BANDAR LAMPUNG IN THE ACADEMIC YEAR OF 2024/2025. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRACT Most junior high school students, especially seventh graders, often face difficulties in learning vocabulary. In fact, vocabulary mastery is a crucial aspect of language learning. One possible solution to address this issue is by using engaging and enjoyable learning media, such as games. One game that has the potential to support vocabulary learning is magic dakon. This game is believed to enhance students' interest and enthusiasm in the learning process. The purpose of this study is to determine the effect of using the magic dakon game on improving the vocabulary mastery of seventh-grade students at MTSN 2 Bandar Lampung in the academic year 2024/2025. The research methodology used in this study is a quasi experimental design. The population of the study includes all seventh grade students at MTs Negeri 2 Bandar Lampung in the academic year 2024/2025, totaling 366 students. The sample consists of two classes: Class VII F with 34 students as the experimental group, and Class VII E with 34 students as the control group. Thus, the total number of participants in this study is 68 students. The experimental group received treatment using the magic dakon game in vocabulary learning, while the control group was taught using picture media. The sample was selected using the cluster random sampling technique. The treatment was conducted during the first meeting. To collect data, a test instrument consisting of 50 multiple-choice questions was used. Prior to the treatment, a pre-test was administered to both groups to assess students’ initial vocabulary knowledge. After the treatment, a post-test was given to evaluate the improvement in vocabulary mastery following the intervention. The results of the study indicate that there is a significant difference between students' scores before and after the treatment. This research employed hypothesis testing, specifically a t-test, to determine whether the use of the magic dakon game had a significant effect on students' vocabulary mastery. The t-test results showed that the significance value (p-value) was 0.000, which is less than α = 0.05. Therefore, the alternative hypothesis (Ha) is accepted, and the null iii hypothesis (Ho) is rejected. Based on these findings, it can be concluded that the use of the magic dakon game has a significant effect on improving the vocabulary mastery of seventh-grade students at MTs Negeri 2 Bandar Lampung in the 2024/2025 academic year. Keywords: Magic Dakon Game, Quasi-Experimental Design, Vocabulary Mastery.
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Pendidikan Bahasa Inggris |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 26 Feb 2026 08:29 |
| Last Modified: | 26 Feb 2026 08:29 |
| URI: | https://repository.radenintan.ac.id/id/eprint/42944 |
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