THE EFFECT OF GAME BASED LEARNING USING WOW CROSSWORD APPLICATION ON STUDENTS’ VOCABULARY ACHIEVEMENT

NOVIA DWI SEPTIANI, . (2024) THE EFFECT OF GAME BASED LEARNING USING WOW CROSSWORD APPLICATION ON STUDENTS’ VOCABULARY ACHIEVEMENT. Skripsi thesis, Universitas Panca Sakti.

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Abstract

Septiani, Novia Dwi 2024. 1619500042 : “The Effect Of Game Based Learning Using WOW Crossword Application On Students’ Vocabulary Achievement (An Experimental Research at SMKN 1 Warureja in Academic Year 2023/2024)”. Research Project. Strata 1 Program. English Department. Faculty of Teacher Training and Education, Pancasakti University Tegal. The First Advisor is Dr. Taufiqulloh, M. Hum. The Second Advisor is Fajar Prihatini, M.Pd . Keywords: Game Based Learning, Word of Wonder (WOW) Crossword Application, Vocabulary Achievement, Teaching Vocabulary. The first objective of this research is to find out whether using Words of Wonders (WOW) Crossword application as the implementation of game based learning is effective to teach vocabulary or not. The second objective is to find out if there is any significant difference in students’ vocabulary achievement between students who are taught by using WOW Crossword application and without using it and the last objective is to find out the students’ responses of the implementation of game based learning using Word of Wonders (WOW) crossword. The type of this research is experimental research with a quasi-experimental design. The population in this research is 144 tenth-grade accounting students at SMK N 1 WARUREJA. A purposive sampling technique is used to decide the sample. The total sample is 72 students of 36 students of class X AKL 3 who are taught by implementing game-based learning using the Word of Wonders crossword application as the experimental group and 36 students of class X AKL 4 who are taught using conventional methods as the control group. The instrument used in this research is a vocabulary test and feedback form. The test comprised 40 questions with four options (A, B, C or D). The SPSS 22 Window Version is used for the technique of analyzing the data. Based on the result, the score post-test in the experimental was higher than the control class (97.5  95) for the maximum score and (88.4785.90) for the mean score. The paired sample t-test results showed a sig (tailed) value is 0.000  0.05 and the independent T-Test results showed a sig. (tailed) value is 0.04  0.05. Then, the rating scale results from the feedback form shows 1854 until 2044 for the implementation of the Word of Wonder (WOW) crossword application. In 8 conclusion, the implementation of the game based learning using Word of Wonder (WOW) crossword application is effective toward students’ vocabulary achievement and give the positive responses rather than the student in conventional learning. The suggestion of this research is implement a game based learning method in teaching English, especially in vocabulary learning. This method can be as the alternative for the students to learn more enthusiastically and seriously. For further researchers can also develop this method in different skills.

Item Type: Karya Ilmiah (Skripsi)
Subjects: P Language and Literature > PE English
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa Inggris
Depositing User: Admin Perpustakaan Pusat
Date Deposited: 19 Feb 2024 03:12
Last Modified: 19 Feb 2024 03:12
URI: http://repository.upstegal.ac.id/id/eprint/8314

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