EFEKTIVITAS TEKNIK PERMAINAN ACAK HURUF TERHADAP PENGUASAAN KOSAKATA BAHASA JEPANG KELAS XI SMAN 9 PEKANBARU

Nova Mahelna Sirait, N. Rahayu, S. Widiati
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Abstract

This research is motivated by the lack of vocabulary mastery in students. Based on interviews conducted with the teacher, the researcher found several obstacles for students, namely students had difficulty in mastering and remembering Japanese vocabulary in addition to learning methods that were less effective and less attractive to students in learning Japanese vocabulary. The purpose of this study was to describe the effectiveness of the random letter game technique on Japanese vocabulary mastery in class XI SMAN 9 Pekanbaru. This research is a quantitative study of Quasi Experimental Design with Pretest And Posttest Control Group design. The population of this research is the students of class XI SMAN 9 Pekanbaru the number of students is 60. The sample of this research is class XI IPA 5 as the experimental class with the number of students 30, and class XI IPS 2 as the control class with the number of students 30. The treatments in this study were as many as 4 times. The instrument in this study used a test. Based on the results of the Independent Sample T Test through SPSS Version 25, the value of Sig. (2-tailed) was 0.001. the result is smaller than 0.05 which is the basic value of decision making in the Independent Sample T Test, it can be concluded that the Random Letter game technique is effective for mastering Japanese vocabulary in class XI SMAN 9 Pekanbaru.
随机字母游戏技术对掌握日语词汇的效果(第 9 北干巴鲁省第 XI 斯曼学院
这项研究的动机是学生缺乏对词汇的掌握。根据与教师的访谈,研究者发现了学生的几个障碍,即学生在掌握和记忆日语词汇方面存在困难,此外,学习方法对学生学习日语词汇的效果和吸引力较低。本研究的目的是描述随机字母游戏技巧对北干巴鲁省 SMAN 9 中 XI 班学生掌握日语词汇的有效性。本研究是一项采用前测和后测对照组设计的准实验定量研究。研究对象是北干巴鲁市第十一中学(SMAN 9)班的学生,人数为 60 人。本研究的样本为实验班 XI IPA 5(学生人数为 30 人)和对照班 XI IPS 2(学生人数为 30 人)。本研究的处理多达 4 次。本研究使用的工具是测验。根据 SPSS 25 版独立样本 T 检验的结果,Sig.值(双尾)为 0.001。该结果小于独立样本 T 检验中决策的基本值 0.05,因此可以得出结论,随机字母游戏技巧对北干巴鲁市十一年级 SMAN 9 班学生掌握日语词汇有效。
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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