Improving Students Vocabulary Mastery in Sentence Writing by Using Faster Thingking Game at 8B Class of SMP Al-Falah Silo in Academic Year 2020/2021.

NABILA HASANAH, - (2020) Improving Students Vocabulary Mastery in Sentence Writing by Using Faster Thingking Game at 8B Class of SMP Al-Falah Silo in Academic Year 2020/2021. Undergraduate thesis, Faculty of Tarbiyah and Teacher Training English Education Department.

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Abstract

Nabila Hasanah, 2020: Improving Students Vocabulary Mastery in Sentence Writing by Using Faster Thingking Game at 8B Class of SMP Al-Falah Silo in Academic Year 2020/2021. Key Words : Improving, Vocabulary Mastery, Faster Thingking Game, student. The Vocabulary of SMP Al-FalahSilo needed improvements. based on the preliminary research at 8B class student’s of SMP Al-Falah Silo, after doing survey, observation and interview, the researcher found that most of students had many problems in mastering vocabulary. Namely, low ability in memorizing vocabulary, finding meaning, and applying vocabulary in sentences. To solve the problem, the teacher had implemented Faster Thinking Game to teach Vocabulary. The objective of this research was to know how to improve the Vocabulary through Faster Thinking Game of SMP Al-FalahSilo. This research was classified as Classroom Action Research (CAR) of Kemmis Tanggart (1998). It consist of four stages, they are planning the action, implementing the action, observing and reflecting. There were one cycle in this research, in the cycle consisted of two meetings. In planning, the researcher and collaborator prepared the lesson plan based on the observation in preliminary study, which refers to the problem found inside it. Next, acting the researcher as a practitioner who carried out the lesson plan of teaching reading with Faster Thinking game in the class, while the collaborator had role as an observer. Then, observing was the process of recording and gathering data about any aspects or event that happened in the teaching and learning process during the implementation of the action. The last reflecting, in this phase the researcher analyzed data compare the criteria of success and the data or evidence exist. The criteria of success was equal to or higher than 75% and the Standard Minimum Score (KKM) was 70. The subjects of this research were 18 students class 8B SMP Al-FalahSilo. The data collection techniques were a combination of qualitative methods (Observation) and quantitative methods (Preliminary Test and Post Test). Based on the data, the implementation of Faster Thinking Game, the percentage of students vocabulary result is 27,7%, and increased to high percentage which is 78%. The researcher concluded that the implementation of Faster Thinking Game in teaching vocabulary mastery was successful. In addition, the mean score of vocabulary test were increased also. The data in preliminary study showed that the mean score of students vocabulary mastery were low, which was only 62. Furthermore, after applying Faster Thinking Game the mean score were improved, which was 76. That is why the researcher did not need to apply the second cycle, because the first cycle was successful to improve students vocabulary mastery at 8B class of SMP Al-Falah Silo.

Item Type: Thesis (Undergraduate)
Subjects: 13 EDUCATION > 1399 Other Education > 139999 Education not elsewhere classified
Depositing User: Mr Ifan Ali Mufti
Date Deposited: 28 Mar 2022 04:22
Last Modified: 28 Mar 2022 04:22
URI: http://digilib.uinkhas.ac.id/id/eprint/5116

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