THE EFFECT OF ANAGRAM GAME ON STUDENT’S VOCABULARY AT THE TENTH GRADE OF SENIOR HIGH SCHOOL 4 PALOPO

WAHIDIN, WAHIDIN (2024) THE EFFECT OF ANAGRAM GAME ON STUDENT’S VOCABULARY AT THE TENTH GRADE OF SENIOR HIGH SCHOOL 4 PALOPO. Masters thesis, Institut Agama Islam Negeri Palopo.

[thumbnail of ABSTRAK.pdf] Text
ABSTRAK.pdf

Download (137kB)
[thumbnail of DAFTAR PUSTAKA.pdf] Text
DAFTAR PUSTAKA.pdf

Download (259kB)
[thumbnail of REPOSITORY.PDF] Text
REPOSITORY.PDF

Download (5MB)

Abstract

ABSTRACT
WAHIDIN, 2023. “ The Effect Of Anagram Game On Students’s Vocabulary
At The Tenth Grade Of Senior High School 4 Palopo’’.
The thesis of English Language Education of Post
graduation Program of State Islamic Institute of Palopo.
Supervised by: Prof. Dr. H. Rustan S., M.Hum, Dr. Jufriadi,
S.S., M.Pd.
This thesis title The Effect of Anagram Game On Student's Vocabulary at The
Tenth Grade Of Senior High School 4 Palopo. This research aims to know the
Effect of the anagram game Game against mastery vocabulary Language English
students in class at The Tenth Grade Of Senior High School 4 Palopo. Type his
research is a quantitative and done using a quasi-experiment design with two
classes, The class experiment consists of 16 students, and class control consists of
16 students. In technique data collection, the researcher carries out pre-test,
treatment, and post-test with test vocabulary. Based on the research conducted,
research data was obtained which showed that there was a significant influence on
the use of anagram games on students' vocabulary abilities in English subjects in
class X SMAN 4 Palopo T.A 2023/2024, compared to using conventional
methods. After carrying out a posttest on the experimental class and control class,
it can be seen that the learning outcome scores for the experimental class are
higher when compared to the control class, overall the average score for the
experimental class is greater than the average score for the control class,
82.75>77.50.Data obtained from the tests were analyzed using the SPSS 20
program. Based on hypothesis testing criteria if sig. 2 tailed (p) is lower from
alpha (α) 0.05, then Ho (Null Hypothesis) is rejected and Ha (Hypothesis
Alternative) is accepted. In the study This results from sig. 2 tailed of 0.003 and p
This proves that p < α. This matter shows that there is an Effect from the game
Anagram Game against vocabulary Research results show that the hypothesis is
accepted. Can concluded that There is a difference in significant scores in Skills
vocabulary for taught students with anagram game and those without being taught
with anagram game. The result of the study showed that students use anagram to
learn vocabulary in the classroom in active and collaborative manner, leading to
the improvement of their vocabulary skill and positive attitude towards
vocabulary learning. Students also demonstrated positive perception towards the
use of anagram to learn vocabulary in the classroom. It is suggested for teacher to
have better understanding on students‟ learning preference and consider on the
use of educational game to facilitate more entertaining way of learning for
students. Based on the explanation above, the researcher concludes that Anagram
Game is effective for teaching understanding students in learn Skills and
vocabulary at The Tenth Grade of Senior High School 4 Palopo.

Item Type: Thesis (Masters)
Subjects: 000 Karya Umum, Komputer, informasi dan referensi umum > 052 Terbitan Berseri, Berkala Umum dalam Bahasa Inggris
000 Karya Umum, Komputer, informasi dan referensi umum > 052 Terbitan Berseri, Berkala Umum dalam Bahasa Inggris
400 Ilmu Bahasa, Kebahasaan > 420 Bahasa Inggris
Depositing User: S.E Irwansyah Muchtar
Date Deposited: 17 May 2024 02:10
Last Modified: 17 May 2024 02:10
URI: http://repository.iainpalopo.ac.id/id/eprint/8821

Actions (login required)

View Item View Item