用苍蝇拍游戏教学词汇

Hikmah Noerqori Saputra, Muhamad Sofian Hadi
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引用次数: 9

摘要

本研究旨在探讨苍蝇拍游戏对学生词汇掌握的影响。本研究的对象为2018/2019学年SMPN 9 Tangerang Selatan小学七至二年级,共42名学生。本研究采用定量方法,采用实验前研究设计。前测和后测数据采用spss 16进行统计学分析。研究结果表明:学生测前平均分为45.4分,测后平均分为86.6分。t检验结果为21.55,显著性(双尾)为0.00 < p(0.05)。假设(H1)被接受,即实验组的前测和后测成绩存在显著差异。结果表明,将苍蝇拍游戏应用于小学七年级学生的词汇教学是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teaching Vocabulary through Fly Swatter Game
The study aimed to find out whether fly swatter game can give influence toward students’ vocabulary mastery. The subject of this study was grade VII-2 of SMPN 9 Tangerang Selatan in the academic year of 2018/2019, which consisted of 42 students. The method used in this study is a quantitative method with the design of the pre-experimental study. The data from pre-test and post-test were analyzed statistically using spss 16. The result of this study showed; the students’ pre-test mean score was 45.4 and the students’ post-test mean score was 86.6. The result of t-test was 21.55 and significant (2-tailed) was 0.00 < p (0.05). The hypothesis (H1) was accepted, which means there is a significant difference between pre-test and post-test scores of the experimental group. It can be concluded that applying fly swatter game in teaching vocabulary to 7th grade students of SMPN 9 Tangerang Selatan is effective.
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