THE IMPLEMENTATION OF MOBILE LEGEND GAME TO INCREASE VOCABULARY AND LEARNING ACTIVENESS OF FIFTH GRADE STUDENTS AT INSAN MANDIRI CENDEKIA PALEMBANG

Esteem Pub Date : 2023-01-10 DOI:10.31851/esteem.v6i1.10212
Hasan Sadiqin, Indawan Syahri, Tahrun Tahrun
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Abstract

The objective of this study was to increasing vocabulary and learning activeness of fifth grade students at Insan Mandiri Cendekia Palembang. The method which used in this study is classroom action research where it took place in 2 cycles. The result of this study found that there was improvement of students' vocabulary and learning activeness. The score of minimum completeness criteria of English lesson was 70. In vocabulary test cycle 1, there were 16students who passed the minimum completeness criteria or 49% of students. And in vocabulary test cycle 2, there were 29 students who passed the minimum completeness criteria or 89% of students. There was improvement of student's vocabulary as 40%where from cycle 1 to cycle 2. The students’ learning activeness increased during the teaching learning process whereas it indicated the students’ learning activeness had increased.
在印山曼陀罗大营区实施手机传说游戏以增加五年级学生的词汇量和学习积极性
本研究的目的是提高仁山曼迪里巨港小学五年级学生的词汇量和学习积极性。本研究使用的方法是课堂行动研究,分两个周期进行。本研究结果发现,学生的词汇量和学习积极性均有提高。英语课的最低完成标准得分为70分。在词汇测试周期1中,有16名学生通过了最低完整性标准,占学生总数的49%。在词汇测试周期2中,有29名学生通过了最低完整性标准,占学生总数的89%。从第一个周期到第二个周期,学生的词汇量提高了40%。在教学过程中,学生的学习积极性有所提高,表明学生的学习积极性有所提高。
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