利用字母游戏提高初中八班学生英语词汇的掌握

Riska Pauliana, S. Suhono, Wiwied Pratiwi, Y. A. Sari
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引用次数: 0

摘要

学生们对英语学习缺乏热情。学生有时会在学习过程中感到无聊。本研究的目的是改善SMP TMI RQ Metro的学生如何更好地学习八甲班的英语词汇材料。研究人员在第一和第二阶段采用课堂行动研究方法。通过观察、访谈、测试和记录收集数据。结果显示,在观察周期i中,20名学生中有9名学生通过了测试,完成度为45%,11名学生没有完成测试,完成度为55%。平均值为70.75。因此,第一个周期的经典完备性为45%。据观察,20名学生中有80%,其中16名在第二周期完成。有四名学生有20%的完成率没有完成课程。平均分80分。因此,一个典型的周期II完成了80%。换句话说,第二轮观察的结果成功地获得了由学校确定的KKM分数和学生学习目标的完整性。关键词:学生学习成果,词汇材料,字母游戏
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving English Vocabulary Mastery by Using the Alphabet Game for Class VIII at Junior High School Metro TMI RQ Metro
The students was the lack of enthusiasm for English learning. Students sometimes get bored in learning process. The purpose of this research was to improve how to get well students at SMP TMI RQ Metro in acquire English vocabulary material for class VIII A. The researchers used classroom action research, either in Cycle I and Cycle II. Data was collected through observation, interviews, tests and documentation. The result showed that 9 out of 20 students passed with a percentage of 45% in the observation cycle I. 11 students with a completeness level of 55% were students who did not complete. with an average value of 70.75. Hence, the classical completeness of the first cycle is 45%. It was observed that 80% of 20 students, 16 of which completed it during the second cycle. Four students with a 20% completion rate did not complete the course. with an average of 80 points. As a result, a typical cycle II is 80% complete. In other words, the results of the second cycle of observations succeeded in obtaining the KKM score that had been determined by the school and the completeness of the learning objectives for students.Keywords: Student Learning Outcomes, Vocabulary Material, Alphabet Games
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