The Utilizing of Digital Crossword Puzzle Game to Enhace Students’ Vocabulary Mastery (A Pre Experimental Research at the Tenth Grade of SMAN 3 Kota Serang)

Madaniyah, Nurul Asyifah (2025) The Utilizing of Digital Crossword Puzzle Game to Enhace Students’ Vocabulary Mastery (A Pre Experimental Research at the Tenth Grade of SMAN 3 Kota Serang). Diploma atau S1 thesis, UIN Sultan Maulana Hasanuddin Banten.

[img] Teks
S_TBI_201230050_Cover.pdf

Download (73kB)
[img] Teks
S_TBI_201230050_Statement of Originality.pdf

Download (1MB)
[img] Teks
S_TBI_201230050_Chapter I.pdf

Download (403kB)
[img] Teks
S_TBI_201230050_Chapter II.pdf
Restricted to Hanya staf repositori

Download (624kB)
[img] Teks
S_TBI_201230050_Chapter III.pdf
Restricted to Hanya staf repositori

Download (562kB)
[img] Teks
S_TBI_201230050_Chapter IV.pdf
Restricted to Hanya staf repositori

Download (645kB)
[img] Teks
S_TBI_201230050_Chapter V.pdf

Download (259kB)
[img] Teks
S_TBI_201230050_References.pdf

Download (299kB)

Abstrak

This research investigated the implementation of digital crossword puzzle games to enhance students’ vocabulary mastery and to know the enhancement on students’ vocabulary mastery by using digital crossword puzzle games. This research used a quantitative approach with the type of pre experiment one group pre-test post-test. Data collection was carried out by conducting pretest, posttest, and observation. The participants in this research were 35 students from class X5 of SMAN 3 Kota Serang. The results showed that based on observations of teacher and student activities in the implementation of digital crossword puzzle games conducted by English teacher at Sman 3 Kota Serang, there are 10 aspect indicators for observation of teacher and student activity assessments, the results of the observations showed that both teacher and students have shown an improvement in the quality of learning, this can be seen from the results of observations of all indicators for teacher assessments got a good category with a percentage of 72% and 78%. While for student activity assessments got good and excellent category with percentage of 80% and 90%. In addition, the value of t count was greater than t table, namely 5.72 > 1.69, and sig 0.00 < 0.05, then H0 is rejected and H1 is accepted. The result of this research showed that there is an enhancement in using digital crossword puzzle games toward students’ vocabulary mastery in the tenth grade of SMAN 3 Kota Serang.

Tipe Item/Data: Skripsi/Tesis/Disertasi (Diploma atau S1)
Kata Kunci (keywords): Digital game, crossword, vocabulary mastery
Subjek: 400 Bahasa > 420 Bahasa Inggris & bahasa Inggris Kuno > 428 Pemakaian Bahasa Inggris Baku
Divisi: Fakultas Tarbiyah dan Keguruan > Tadris Bahasa Inggris
User Penyetor: S.S.I Fadhilah Nurinsani Hidayat
Tanggal Disetorkan: 14 Feb 2025 07:51
Perubahan Terakhir: 14 Feb 2025 07:51
URI: http://repository.uinbanten.ac.id/id/eprint/16394

Actions (login required)

Lihat Item Lihat Item

      is powered by EPrints 3 which is developed by the Islamic Institutional Repository UIN Sultan Maulana Hasanuddin Banten. More information and software credits.