Increasing student’s vocabulary achievement through Hangeman game (a classroom action research at the eleventh grade of MA Husnul Khotimah Semarang in the academic year 2015/2016)

Mustafidah, Mustafidah (2015) Increasing student’s vocabulary achievement through Hangeman game (a classroom action research at the eleventh grade of MA Husnul Khotimah Semarang in the academic year 2015/2016). Undergraduate (S1) thesis, UIN Walisongo.

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Abstract

This thesis discusses the increasing student’s vocabulary achievement through hangeman game (A classroom action research at the eleventh grade of MA Husnul Khotimah Semarang in the academic year 2015/2016).
The background of the study in this research are students of eleventh grade of MA Husnul Khotimah Semarang have the problems in study English, such as : low students participation in learning activity, less self-confidence, students are not attracted with the teacher’s way in conveying material, less motivation, lack of media used in delivering material.
The objects of this study are: (1) To know the technique for the teacher in teaching vocabulary using hangeman game. (2) To identify the increasing students’ vocabulary achievement after being taught by using hangeman game of eleventh grade students of MA Husnul Khotimah Semarang in the academic year 2015/2016.
The study was conducted at MA Husnul Khotimah Semarang the academic year 2015/2016. The subject of this study was the students of eleventh graders. The design research that used was Classroom Action Research (CAR) with the reason the teacher can implementing hangeman game and increase student’s vocabulary achievement. This research conducted pre-cycle, and two cycles in classroom action research. The technique which were used to collect the data are documentation, observation, and test.
This CAR was done in two cycles with three activities including pre-cycle. pre-cycle was 50,36. In cycle 1 showed 69,76. In cycle 2 increased to be 74,72. The result of the research showed that there was a significantly different students’ achievement in every cycle. It can be recommended that there was improvement in students’ vocabulary achievement in express of feeling pleasure after using Hangeman game.
This thesis is useful for the teacher and the next researcher. The teacher can implement hangeman game to increase students’ vocabulary achievement. Hangeman game can be used as a technique that want to be investigated by next researcher.

Item Type: Thesis (Undergraduate (S1))
Additional Information: Pembimbing : Sayyidatul Fadlilah, M. Pd.
Uncontrolled Keywords: Media pembelajaran; Vocabulary achievement; Hangeman Game; Bahasa Inggris
Subjects: 300 Social sciences > 370 Education > 371 School management; special education > 371.3 Metode, kegiatan belajar mengajar; metode pembelajaran
400 Language > 420 English and Old English > 421 English writing system and phonology
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Tadris > 88203 - Pendidikan Bahasa Inggris
Depositing User: Nur Rohmah
Date Deposited: 03 Mar 2016 06:48
Last Modified: 03 Mar 2016 06:48
URI: https://eprints.walisongo.ac.id/id/eprint/5062

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