Improving Students’ Vocabulary Mastery by Using Fly Swatter Game

Moh. Sofyanto, Ina Daril Hanna
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引用次数: 1

Abstract

The purpose of this study was to determine whether using a Fly Swatter Game may aid kids in developing their vocabulary. Classroom Action Research was used to perform this study. The students in this study were from MTs Nahdlatut Thullab's seventh grade, which had a total of 24 students. Two cycles of planning, acting, observing, and reflecting were used in this study. The information was acquired using both qualitative and quantitative methods. Analyzing the interview and observation results yielded qualitative data. The students' pre-test and post-test vocabulary scores were then used to generate data of quantitative. Based on the findings of this research, students' vocabulary mastery improved, as shown by the mean pretest score of 53.6, the mean post-test 1 score of 66, and the mean post-test cycle 2 score of 83.6. In addition, four students (16.6%) passed the Minimum Mastery Criteria (Kritieria Ketuntasan Minimal) on the pretest (KKM). Meanwhile, 9 students (37.5%) passed (KKM) in cycle 1, and 18 students (75%) passed (KKM) in cycle 2. It indicates that the success conditions were met. Additionally, the results of the interview and observation showed that when the fly swatter game was played, the students were engaged in the teaching-learning process. Keywords: Improving, students, Vocabulary Mastery,Fly Swatter Game
利用苍蝇拍游戏提高学生词汇掌握能力
这项研究的目的是确定使用苍蝇拍游戏是否可以帮助孩子发展他们的词汇量。本研究采用课堂行动研究方法。这项研究的学生来自Nahdlatut Thullab老师的七年级,总共有24名学生。本研究采用计划、行动、观察和反思两个周期。这些资料是用定性和定量两种方法获得的。对访谈和观察结果进行分析,得出定性数据。然后使用学生测试前和测试后的词汇得分来生成定量数据。根据本研究的结果,学生的词汇掌握水平有所提高,前测平均分为53.6分,后测第一阶段平均分为66分,后测第二阶段平均分为83.6分。此外,4名学生(16.6%)在预试(KKM)中通过了最低掌握标准(Kritieria Ketuntasan Minimal)。与此同时,有9名学生(37.5%)通过了第一阶段的KKM考试,18名学生(75%)通过了第二阶段的KKM考试。表明满足了成功条件。此外,访谈和观察的结果表明,在玩苍蝇拍游戏时,学生参与了教与学的过程。关键词:提高,学生,词汇掌握,苍蝇拍游戏
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