2021/2022学年MTS tanwirul kutub bayah lebak - banten八年级学生字汇掌握之影响

Musai Musa, R. Riandi, Rizdki Elang Gumelar
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引用次数: 0

摘要

在英语学习中,词汇是学生应该习得的语言组成部分之一。它是连接英语四项技能(听、说、读、写)的要素。本研究的目的是为了了解益智游戏对八年级学生的词汇掌握是否有显著影响。在该方法中,研究者采用准实验的方法,分为实验班和对照组两组。本研究的人口为MTS Tanwirul Kutub Bayah的所有八年级学生,由2个班组成,共66人,其中VIII a班33人,VIII B班33人。收集定量数据的工具是前测和后测,共25个问题。研究者使用SPSS 2.2进行数据计算。根据配对样本检验的分析,t-count= -7.430,显著值(p-value) = 0.000 < α = 0.05,因此接受H1,拒绝H0。另一方面,益智游戏对学生的词汇掌握有显著的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
THE EFFECT OF PUZZLE GAME TOWARDS STUDENT'S VOCABULARY MASTERY AT THE EIGHTH GRADE STUDENTS OF MTS TANWIRUL KUTUB BAYAH LEBAK – BANTEN IN ACADEMIC YEAR 2021/2022
In learning English, one of the language components that should be acquired by students is vocabulary. It is the element that connects the four English skills such as listening, speaking, reading, and writing. The objective of the research is to find out is there any significant of Puzzle Game towards student's vocabulary mastery at the eighth grade students of MTs Tanwirul Kutub Bayah. In this method, the researcher uses a quasi-experimental method with two groups the experimental class and the control class.The population of the research is all the eighth grade students of MTS Tanwirul Kutub Bayah which consisted of 2 classes, with a total of 66 with a sample of 33 students in class VIII A and class VIII B as many as 33 students. The instrument for collecting quantitative data was a pre-test and a post-test with a total of 25 questions. The Researcher calculated data by using SPSS 2.2. Based on the analysis using paired samples test, it can be concluded that t-count= -7.430 and signification value (p-value) = 0.000 < α = 0.05, so H1 is accepted and H0 is rejected. On the other word, there is a significant effect of puzzle game towards Student's vocabulary mastery.
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