Scrabble Game: Boosting Vocabulary Mastery of English Foreign Language (EFL) Students

Tuti Tuti, Ilinawati Ilinawati
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引用次数: 0

Abstract

The background of this research is the lack of student participation and involvement in learning English in the classroom especially for vocabulary learning. This is caused by the lack of students’ motivation, laziness and less understanding of students in mastering vocabulary. The purpose of this research is to describe the students’ participation and the students’ improvement in vocabulary after applying scrabble games. The method used in this research was Classroom Action Research (CAR). The data collection technique of this research are observation, interview, and measurement. The tools of data collection technique are observation sheet, interview guideline, and test. The researchers applied Classroom Action Research (CAR) where the data divided into two kinds of descriptions; they were Qualitative and quantitative. The researchers obtained the data from cycle one and cycle two and then described it into qualitative and quantitative description. From data the analysis, it showed that there was a significant improvement in the students' participation and students vocabulary mastery. It can be seen from qualitative and quantitative data. From qualitative data, the students’ participations were increased from the first cycle into two cycle. Meanwhile, from quantitative data, the result of the test improved significantly from both cycles.  It could be concluded that the scrabble game technique improved students’ vocabulary mastery.
拼字游戏:促进英语外语学生词汇掌握
本研究的背景是学生在课堂上学习英语尤其是词汇学习中缺乏参与性和参与性。这是由于学生缺乏动力,懒惰和对学生掌握词汇的理解不足造成的。本研究的目的是描述学生在使用拼字游戏后的参与和词汇量的提高。本研究采用课堂行动研究(CAR)方法。本研究的数据收集方法为观察、访谈和测量。数据收集技术的工具是观察表、访谈指南和测试。研究者运用课堂行动研究(CAR),将数据分为两类描述;它们是定性和定量的。研究人员从循环一和循环二中获得数据,然后将其描述为定性和定量描述。从数据分析来看,学生的参与程度和词汇掌握程度都有了明显的提高。这可以从定性和定量数据中看出。从定性数据来看,学生的参与从第一个周期增加到两个周期。同时,从定量数据来看,两个周期的测试结果都有明显改善。可以得出结论,拼字游戏技术提高了学生的词汇掌握。
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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