Skripsi
The effectiveness of using monopoly game in improving students' vocabulary mastery at SDI Qurrota A'yun
Hariyadi, Nanang. 2010. The Effectiveness of Using Monopoly Game in Improving Students’ Vocabulary Mastery at SDI Qurrota A’yun. English Education Program. The State Islamic College of Tulungagung. The advisor: Drs. H. Mashudi, M.Pd.I.
Key words: efeectiveness, monopoly game, vocabulary
There are many Medias in teaching English vocabulary for young learners of elementary level. Game is the one of media for teaching English vocabulary. The students of elementary level, especially fifth graders feel happy and enjoy their study taught by using game especially monopoly as media. By knowing many vocabularies, the students are expected to be able to master four language skills. To make students master many vocabularies is one of the teachers’ duties.
The research problems were formulated as follows: (1) How is the students’ mastery on vocabulary before taught by using monopoly game? (2) How is the students’ mastery on vocabulary after taught by using monopoly game? (3) Is there any significant difference between student’s mastery on vocabulary before taught by using monopoly game and after taught by using monopoly game?
The purposes of the study are: (1) To know the students’ mastery on vocabulary before using monopoly game. (2) To know the students’ mastery on vocabulary after using monopoly game. (3) To know the difference of students’ mastery on vocabulary between before and after taught by using monopoly game.
This research is quantitative approach. The population of the study is the fifth year students of SDI Qurrota A’yun Ngunut Tulungagung. There are 17 students. Method of collecting data are: test and documentation. The test and documentation were used to get the data of the students and school documentation.
After getting the data, the writer used t-test to analyze the data. The result of data analysis for the (ttest) is 6.771 with the degree freedom is 17 students and the significant level 5% is 2.12 and 1 % is 2.92. It means that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. It could be concluded that there is the effectiveness of using monopoly game to improve the fifth year students’ mastery on vocabulary at SDI Qurrota A’yun Nfgunut Tulungagung academic year 2010/2011.
T-2010/TBI/041 | T-2010 Har TBI | UIN SATU Tulungagung | Tersedia namun tidak untuk dipinjamkan - Missing |
T-2010/TBI/042 | T-2010 Har TBI | UIN SATU Tulungagung | Tersedia namun tidak untuk dipinjamkan - Missing |
Tidak tersedia versi lain