The Use of Charades Games in Teaching Vocabulary to the Junior High School Students

M. F. Bafadal, H. Humaira
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引用次数: 7

Abstract

Vocabulary is a knowledge of words and word meanings. To increase the student’s vocabulary, the writer chosen game. A game is an alternative way to teach. One of the alternative games is a charades game. So, based on it the aim of this study is to investigate the effect of charades game toward student’s vocabulary. This study was conducted at the first-grade students of SMPN 18 Mataram in academic year 2017/2018. This study used a quasi-experimental design that is used pre-test and post-test control group design. The population of study involved 40 students from two classes SMPN 18 Mataram in academic year 2017/2018. The writer took all of the students as a sample, and they are 20 students belong to the experimental group and 20 students in the control group. In this study, the writer used the vocabulary test consists of 20 items multiple choice covered with the indicator of vocabulary consist of spelling, pronunciation, and meaning. The result of this study, the students could understand spelling, pronunciation, and meaning and they could answer the test vocabulary easily through charades game. In this data, pre-test, and post-test as the research technique of data collection, then followed by analyzing the data using the t-test formula. The level of significance is at 0, 05%, t-test = 2,99 and t-table= 2,02, Alternative Hypothesis (Ha) was accepted and Null Hypothesis (Ho) was rejected. It means that there was a significant difference between the student's pre-test and post-test scores. Thus, the writer concludes that the charades game on the student’s vocabulary affects.
猜字游戏在初中学生词汇教学中的应用
词汇是关于单词和词义的知识。为了增加学生的词汇量,作者选择了游戏。游戏是另一种教学方式。另一种游戏是猜字游戏。因此,在此基础上,本研究的目的是探讨猜字游戏对学生词汇的影响。本研究是在2017/2018学年SMPN 18 Mataram的一年级学生中进行的。本研究采用准实验设计,即采用前测和后测对照组设计。研究对象为2017/2018学年SMPN 18 Mataram两个班的40名学生。笔者将所有的学生作为样本,其中20名学生属于实验组,20名学生属于对照组。在本研究中,笔者采用了由20个单项选择题组成的词汇测试,词汇指标包括拼写、发音和意义。本研究的结果是,学生能够理解拼写、发音和意思,并能通过猜字谜游戏轻松地回答测试词汇。在本数据中,采用前检验和后检验作为数据收集的研究方法,然后使用t检验公式对数据进行分析。显著性水平为0.05%,t-test = 2,99, t-table= 2,02,接受Alternative Hypothesis (Ha),拒绝Null Hypothesis (Ho)。这意味着学生的测试前和测试后的分数有显著差异。由此,笔者得出结论,猜字游戏对学生词汇量的影响。
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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