DEVELOPING VOCABULARY CARD GAME TO ENHANCE VOCABULARY MASTERY OF THE EIGHTH GRADE STUDENTS AT SMP N 3 JEPARA IN THE ACADEMIC YEAR 2020/ 2021

FINDA ARIANI, 171320000360 (2022) DEVELOPING VOCABULARY CARD GAME TO ENHANCE VOCABULARY MASTERY OF THE EIGHTH GRADE STUDENTS AT SMP N 3 JEPARA IN THE ACADEMIC YEAR 2020/ 2021. Skripsi thesis, UNISNU Jepara.

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Abstract

To master skills of English, students need to have good vocabulary mastery. However, the eighth grade students of SMP N 3 Jepara have difficulties in mastering English vocabulary due to the lack of media used in the teaching and learning process. This research aims to develop the learning need, the development, and the effectiveness of the product to teach English vocabulary. The subjects of this research consisted of 29 students. The instruments used in this research were observation guideline; interview guideline, questionnaire guideline, and test consisted of pre-test and post-test. The cards developed in this research are covering 6 materials. There was a guiding book to support the implementation of the product. The results of this research were explained as follow: 1) the students’ need of media that can enhance their interest in learning. Based on the analysis of students through observations that have been carried out, it was known that students had low learning motivation and had difficulty in memorizing vocabulary. The results of interviews show that students prefer to learn English using media. 2) The development of vocabulary card game was done through the design model proposed by Borg and Gall which was adapted by Sugiyono. Vocabulary Card Game and guiding book were created using Canva and Microsoft word office. The media has been validated by material experts and media experts. From the results of material expert and media expert, the media received a total validation of 84%. The media also received a student response of 88%. 3) The researcher conducted a test to determine the effectiveness of the media. In the results of the pre-test, the minimum score of students was 36 while the maximum value of students is 76. After treatment by applying the Vocabulary Card, the minimum score obtained from the post test results is 60 and the maximum student value was 88. It can be concluded that there was an increase in the value after treatment. Based on the results of the t-test, it can be concluded that there was an effectiveness of the Vocabulary Card Game product.

Item Type: Thesis (Skripsi)
Additional Information: Examiner I : Husni Mubarok, M.Pd. Examiner II : Aprilia Riyana Putri, M.Pd.
Uncontrolled Keywords: Vocabulary, Card, Game, Learning media, Vocabulary mastery.
Subjects: 400 Bahasa > 401.4 Vocabulary
Divisions: Fakultas Tarbiyah dan Ilmu Keguruan > Pendidikan Bahasa Inggris
Depositing User: Admin Perpustakaan Unisnu
Date Deposited: 30 Jan 2023 03:14
Last Modified: 30 Jan 2023 03:14
URI: http://eprints.unisnu.ac.id/id/eprint/4320

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