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dc.contributor.authorAndriyani, Ellen
dc.date.accessioned2019-08-02T02:54:35Z
dc.date.available2019-08-02T02:54:35Z
dc.date.issued2016
dc.identifier.citationArikunto, Suharsimi. (2006). ProsedurPenelitianSuatuPendekatanPraktik.RinekaCipta: Jakarta. Azar, Sorayaie, Ali. (2012). The Effect of Games on EFL Learners’ Vocabulary Learning Strategies. International Journalof Basic and Applied Science.Vol. 01, No. 02Oct 2012. Barnes, Annette. Hines, Jean. and Weldon, Jennie. (1996). Have Fun With Vocabulary. Penguin Books. Cameron, Lynne. (2001). Teaching Languages to Young Learners. Cambridge University Press. Carrier, Michael &The Centre for British Teachers (1980). Take 5. Games and Activities for the Language Learner. (2d. ed.). London: Nelson [online], Vol 4 (4), 20 halaman. Tersedia: http://www.teoriaypraxis.uqroo.mx/doctos/Numero4/Martinez-Perez- Portillo.pdf [20 Desember2012] Efendi, Erfan. (2013).The Use of Games to Improve Vocabulary Mastery. JP3, Volume 1, No. 12, Agustus 2013 Paul, David. (2003). Teaching English to Children in Asia. Hong Kong. Longman Asia LTE. Richard – Amato, A. Patricia. (2003). Making It Happen: Third Edition. Pearson Education, Inc. Sudjana.(1996). MetodaStatistika.Tarsito,Bandung. Thornburry, Scott. (2002). How to Teach Vocabulary. England. Pearson Education Limited. Tuan, Trong, Luu. (2012).Vocabulary Recollection through Games. Theory and Practice in Language Studies, Vol. 2, No. 2, pp. 257-264, February 2012. Wright, Andrew. Betteridge, David. andBuckby, Michael. (2006). Games for Language Learning: Third Edition. USA. Cambridge University Press.id_ID
dc.identifier.issn2621-1661
dc.identifier.urihttp://hdl.handle.net/11617/11280
dc.description.abstractThis study aims to know and describe the influence of Shooping List game towards students’ vocabulary mastery. This study used experimental method. The population of this study was all of the students at the second semester of MTs RaudlatulJannah. Two classes were used as the sample of this study. They were one class as experimental class and one class as control class. The writer took the classes randomly (cluster random sampling). There were two variables investigated in this study, the independent variable was Shopping List game and the dependent variable was students’ vocabulary mastery. The data of this study were obtained by giving 50 vocabulary test items with four options: a, b, c, and d (multiple choices). Then to analyze the influence of Shopping List game towards students’ vocabulary mastery, the writer used t-test. In this study, the writer calculated the score of experimental class and control class. For experimental class found that = 70.86. For control class found that X2 = 48.82. The findings of this study revealed that the score of ttest was higher than ttable ( ttest = 9.84 and ttable for significant level 5% = 1.98 and 1% = 2.62), so the hypothesis was accepted. It could be concluded that there was positive influence of Shopping List game towards students’ vocabulary mastery.id_ID
dc.language.isootherid_ID
dc.publisherSeminar Nasional Kajian Bahasa, Sastra, dan Pengajarannya (SEMNAS KBSP) IV 2016id_ID
dc.titleThe Influence of Shooping List Game Towards Students' Vocabulary Masteryat the Second Semester of the Seventh Class at MTs Raudlatul Jannah Natar Lampung Selatan in 2013/2014id_ID
dc.typeArticleid_ID


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