The Use of Hangman Game in Motivating Students in Learning English

Rika Mandasari Manan
{"title":"The Use of Hangman Game in Motivating Students in Learning English","authors":"Rika Mandasari Manan","doi":"10.33603/perspective.v4i2.1544","DOIUrl":null,"url":null,"abstract":"In learning foreign language such as English, a learner should have motivationin  order  to  have  willingness  to  learn.  This  study  is  an  attempt  to  investigate  thestudents’ motivation in learning English by using Hangman Game. And this study wasto find out if the use of Hangman game motivates the students in learning English. Themethod  used  in  this  study  was  quantitative  with  experimental  research  design.  Thetarget population of this study was the eighth grade students of MTs Negeri Cirebon 1.The writer took two classes as samples and the number of the samples was 36 students.The  samples  were  divided  into  experimental  group  and  control  group.  There  are  tworesearch  instruments  which  were  used  to  collect  data.  They  were  questionnaire  andobservation. The result analysis of observation showed that the students in experimentalgroup  had  higher  motivation  than  in  control  group.  Meanwhile,  the  calculation  of  thevalue  of  the  questionnaire  showed  that  there  were  significant  differences  betweenexperimental group and control group. The result of taccount was 2,44 while the result ofttable was  1,994.  It  was  mean  that  the  value  of  taccount (2,44)  >  ttable (1,994).  So,hypotheses  alternative  (Ha)  was  accepted  or  the  use  of  Hangman  game  motivate  thestudents in learning English to eighth grade students of MTs Negeri Cirebon 1.","PeriodicalId":280647,"journal":{"name":"Academic Journal Perspective : Education, Language, and Literature","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Academic Journal Perspective : Education, Language, and Literature","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33603/perspective.v4i2.1544","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

In learning foreign language such as English, a learner should have motivationin  order  to  have  willingness  to  learn.  This  study  is  an  attempt  to  investigate  thestudents’ motivation in learning English by using Hangman Game. And this study wasto find out if the use of Hangman game motivates the students in learning English. Themethod  used  in  this  study  was  quantitative  with  experimental  research  design.  Thetarget population of this study was the eighth grade students of MTs Negeri Cirebon 1.The writer took two classes as samples and the number of the samples was 36 students.The  samples  were  divided  into  experimental  group  and  control  group.  There  are  tworesearch  instruments  which  were  used  to  collect  data.  They  were  questionnaire  andobservation. The result analysis of observation showed that the students in experimentalgroup  had  higher  motivation  than  in  control  group.  Meanwhile,  the  calculation  of  thevalue  of  the  questionnaire  showed  that  there  were  significant  differences  betweenexperimental group and control group. The result of taccount was 2,44 while the result ofttable was  1,994.  It  was  mean  that  the  value  of  taccount (2,44)  >  ttable (1,994).  So,hypotheses  alternative  (Ha)  was  accepted  or  the  use  of  Hangman  game  motivate  thestudents in learning English to eighth grade students of MTs Negeri Cirebon 1.
运用猜字游戏激励学生学习英语
在学习外语,如英语,学习者应该有动机,以便有意愿学习。本研究旨在探讨学生运用猜字游戏学习英语的动机。本研究旨在探讨Hangman游戏的使用是否能激发学生学习英语的积极性。本研究采用定量的实验研究设计方法。本研究的目标人群是MTs Negeri Cirebon 1的八年级学生。笔者以两个班级为样本,样本人数为36人。将样品分为实验组和对照组。有两种研究工具被用来收集数据。采用问卷调查法和观察法。观察结果分析表明,实验组学生的学习动机高于对照组。同时,通过对问卷值的计算,实验组与对照组之间存在显著差异。taccount的结果是2,44,而ttable的结果是1,994。taccount (2,44) > ttable(1994)的值为平均值。因此,假设选择(Ha)被接受或使用猜字游戏激励学生学习英语的MTs Negeri Cirebon 1。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信