圆圈游戏对小学四年级学生词汇掌握的影响

Kholidah Zahrotun Nisa', Riryn Fatmawaty
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摘要

词汇是语言的组成部分之一。因此,词汇被认为是语言必不可少的语言元素之一。游戏在小学词汇教学中的媒介作用。游戏的使用会激发他们的积极性,游戏与学生的真正匹配。研究人员认为,游戏的使用是一种良好而有效的教学方式,可以激励他们作为年轻学习者学习。本研究的目的是衡量使用圆圈游戏作为教学方法在词汇掌握教学中的效果。该研究于2017年3月至5月进行。这项研究的对象是MI Darul Ulum Katemas四年级的所有学生。它由14个学生组成。本研究采用的方法是预实验研究。研究者采用样本一类。研究的工具是测试。测试分为前测和后测。检验结果采用配对t检验进行分析。结果表明,t值为-10.201,自由度df为13。研究者使用显著性程度0.01/2 = 0.005。在显著性表中,可以看到df为13,显著度为0.005 (t-table 3.105)。将t值与显著度的t表进行比较,结果为t = -10.201 < 3.105。这意味着通过循环游戏对学生的词汇掌握有显著的提高。然而,在研究中,研究者使用双尾检验来比较前测和后测的值。它被称为双尾检验,因为t表被分成两部分(正的和负的)分别放在左边和右边。在对t检验结果进行分析后,研究者采用显著性程度0.01/2 = 0.005,t-table = 3.105,得出Ho被拒绝,Ha被接受的结论,因为tvalue = -10.201的结果位于Ho被拒绝的区域,因此Ho被拒绝,Ha被接受。根据研究结果,研究者得出结论,圆圈游戏是提高学生词汇掌握的有效方法,使学生学习英语更有兴趣和乐趣。关键词:圆圈游戏;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。
THE EFFECT OF USING CIRCLE GAME ON STUDETS’ VOCABULARY MASTERY AT THE FOURTH GRADE OF MI DARUL ULUM KATEMAS KEMBANGBAHU LAMONGAN
Vocabulary is one of the component of language. Therefore, vocabulary is one of lanuage elements considerednnecessary for language. Game as a media in teaching vocabulary to students’ elementary school. The use of game would stimulate them to be more active and game was really matched with the students’. The researcher assumed that the use of game is good and effective ways to teach and to motivate them as young learners to study. The purpose of this study is to measure the effect of using circle game as the method in teaching vocabulary mastery. The research was conduct in March-May 2017. The subject of the study was all students at the fourth grade of MI Darul Ulum Katemas. Which is consists of 14 students. The method used in this research is pre-experimental research. The researcher uses sample one class. The research instrument is test. The test consists of pre-test and post-test.  The result of the test is analyzed using paired t-test. The result showed that t value is -10.201 and df (degree of freedom) is 13. The researcher used the degree of significance 0.01/2 = 0.005. In the table of significance, it can be seen on the df 13 and on the degree of significance 0.005 (t-table 3.105). If t-value is compared to the t-table of the degree of significance, the result is t = -10.201 < 3.105. It means that there is significance improvement of the students’ vocbulary mastery through circle game. However, in the reserch, the researcher used two tailed test that compares the value of pre-test and post-test. It said as two tailed test, because t-table is divided in two (negative and positive) and put it on the right and left. After analyzing the result of t-test, the researcher used the degree of significance of 0.01/2 = 0.005, t-table = 3.105, and the researcher conclude that Ho is rejected and Ha is accepted, because the result of tvalue = -10.201 located in the area rejected of Ho, thus Ho is rejected and Ha is accepted. Based on the result of the study, the researcher concludes that circle game is effective method used in improving students’ vocabulary mastery and makes the students more interest and fun in learning English. Key words: Circle game, vocabulary mastery.
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