Nabila, Hilmatun (2023) THE USE OF BAAMBOOZLE GAMES TO IMPROVE STUDENTS'VOCABULARY OF STATE JUNIOR HIGH SCHOOL 2 PANTI. Undergraduate thesis, Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember.
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Abstract
Hilmatun Nabila, 2023. The use of bamboozle game to improve vocabulary students in state junior high school 2 Panti. Thesis. English Education Program. Tarbiyah and Teacher Training Faculty. Kiai Haji Achmad Siddiq State Islamic University Jember.
Keywords: Bamboozle game, vocabulary.
Learning vocabulary is an important part of learning a foreign language. Vocabulary is the basic component in learning a language, therefore it plays the most important role in learning English. Mastering more vocabulary can help us to know more meanings of the words used to communicate. However, some vocabulary problems, one of which is forgetting words quickly, remembering words in English as a foreign language is not easy, it depends on the student's memory. Therefore, English teacher use baamboozle game strategy in the process of teaching and learning vocabulary.
The focus of this research was how to improve students’ vocabulary by using baamboozle game at SMPN 2 Panti in 2023/2024 academic year?
The study used Classroom Action Research (CAR). The research design was a collaborative classroom action research. The participants of this research were the students of VIIC grade in state junior high school 2 Panti. The class consisted of 31 students. There were 6 classes in state junior high school 2 Panti at Seventh Grade. The researcher focused on VIIC of state junior high school 02 Panti. The researcher conducted two cycles. Each consisted of three meetings, two meetings to implementation the action and one meeting for students’ vocabulary test. In planning the action, researcher and collaborators developed a lesson plan (RPP) based on the data from the preliminary study which referred to the problems found. Furthermore, in implementing the action, researcher taught students using the Baamboozle Game Strategy. Furthermore, observing is the process of collecting data from the implementation, researcher and collaborators observed all activities in the classroom during the implementation of the action. Finally, reflecting, in this process the researcher and collaborator analyze the data from the observation of the action and compare it with the success criteria, namely 75% of students must reach the predetermined KKM score of 75.
The result of this research showed there was improvement of the students’ vocabulary. It could be seen from the result of post test I and II that been improved. From 4 of 31 (12%) students who achieved the minimal score in pre-test and the first cycle saw an 11 of 31 (35%) students passing the minimum mastery, and the second cycle saw an (87%) improvement. The minimal mastery criterion was met by 27 of 31 students. It can be conclude that Baamboozle Game can make students’ vocabulary better than before.
Item Type: | Thesis (Undergraduate) |
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Subjects: | 13 EDUCATION > 1301 Education Systems > 130105 Primary Education 13 EDUCATION > 1399 Other Education > 139999 Education not elsewhere classified |
Divisions: | Fakultas Tarbiyah dan Ilmu Keguruan > Tadris Bahasa Inggris |
Depositing User: | miss hilmatun nabila |
Date Deposited: | 22 Jun 2023 04:44 |
Last Modified: | 22 Jun 2023 04:44 |
URI: | http://digilib.uinkhas.ac.id/id/eprint/24457 |
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