Teaching Vocabulary through Fly Swatter Game

Hikmah Noerqori Saputra, Muhamad Sofian Hadi
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引用次数: 9

Abstract

The study aimed to find out whether fly swatter game can give influence toward students’ vocabulary mastery. The subject of this study was grade VII-2 of SMPN 9 Tangerang Selatan in the academic year of 2018/2019, which consisted of 42 students. The method used in this study is a quantitative method with the design of the pre-experimental study. The data from pre-test and post-test were analyzed statistically using spss 16. The result of this study showed; the students’ pre-test mean score was 45.4 and the students’ post-test mean score was 86.6. The result of t-test was 21.55 and significant (2-tailed) was 0.00 < p (0.05). The hypothesis (H1) was accepted, which means there is a significant difference between pre-test and post-test scores of the experimental group. It can be concluded that applying fly swatter game in teaching vocabulary to 7th grade students of SMPN 9 Tangerang Selatan is effective.
用苍蝇拍游戏教学词汇
本研究旨在探讨苍蝇拍游戏对学生词汇掌握的影响。本研究的对象为2018/2019学年SMPN 9 Tangerang Selatan小学七至二年级,共42名学生。本研究采用定量方法,采用实验前研究设计。前测和后测数据采用spss 16进行统计学分析。研究结果表明:学生测前平均分为45.4分,测后平均分为86.6分。t检验结果为21.55,显著性(双尾)为0.00 < p(0.05)。假设(H1)被接受,即实验组的前测和后测成绩存在显著差异。结果表明,将苍蝇拍游戏应用于小学七年级学生的词汇教学是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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