Pengaruh Media Crossword Puzzle terhadap Penguasaan Goi Siswa Kelas XI SMAN 1 X Koto

AHKAM Pub Date : 2024-06-06 DOI:10.58578/ahkam.v3i2.3142
Serly Deliza Putri, Rahmi Oktayory Wikarya
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Abstract

When learning Japanese language, vocabulary is one of the most important elements that students must understand and master. In reality, there are several problems faced by students when learning vocabulary. Based on interviews with the relevant teacher, it was shown that many students have difficulty mastering vocabulary. This is due to the large number of vocabulary words that must be memorized in each chapter of the learning material. Therefore, more varied teaching methods and media are needed to help students understand vocabulary more easily. By using crossword puzzle media can resolved this problem. The purpose of this study is to describe the level of influence of crossword puzzle media on the vocabulary mastery of 11th-grade students. This research is quantitative research with a pre-experimental design of the one-group pre-test post-test design type. Data was collected using a purposive sampling technique, specifically class XI.F.4, which consists of 34 students. Based on the results of the t-test, it was concluded that H1 was accepted at a significance level of 0.05 because the sig value < 0.05 (0.000 < 0.05), which means that the vocabulary mastery in the post-test is significantly different from the pre-test. In other words, the use of crossword puzzle media is effective in vocabulary learning.
填字游戏媒体对 SMAN 1 X Koto 十一年级学生掌握围棋的影响
学习日语时,词汇是学生必须理解和掌握的最重要内容之一。在现实生活中,学生在学习词汇时面临着一些问题。根据对相关教师的访谈,许多学生在掌握词汇方面存在困难。这是由于学习材料中每一章都有大量的词汇需要记忆。因此,需要更多样的教学方法和媒体来帮助学生更轻松地理解词汇。使用填字游戏媒体可以解决这个问题。本研究的目的是描述填字游戏媒体对 11 年级学生词汇掌握情况的影响程度。本研究为定量研究,采用单组前测试后测试的前实验设计。数据收集采用了目的性抽样技术,特别是 XI.F.4 班,该班共有 34 名学生。根据 t 检验的结果,得出结论:在 0.05 的显著性水平下接受 H1,因为 sig 值 < 0.05(0.000 < 0.05),这意味着后测的词汇掌握情况与前测相比有显著差异。换言之,使用填字游戏媒体对词汇学习是有效的。
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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