Improving Students’ Vocabulary Mastery through Taboo Game (A Classroom Action Research at the Sixth Grade of MIS Al-Hikmah)

NURDIANA, NIA (2015) Improving Students’ Vocabulary Mastery through Taboo Game (A Classroom Action Research at the Sixth Grade of MIS Al-Hikmah). Diploma atau S1 thesis, IAIN SMH Banten.

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Abstrak

This research investigates the improvement of vocabulary through taboo game. Specially it is written in the title of this research is “Improving Students’ Vocabulary Mastery Through Taboo Game” at the Sixth Grade of MIS Al-Hikmah Cibadak Cikupa Kab.Tangerang”. The research is conducted based on the main problems: 1) How is students’ vocabulary mastery at the fifth grade SDIT Al-Hikmah Cikupa?. 2) How is Taboo game to improve students’ vocabulary mastery at SDIT Al-Hikmah, Cikupa?. It is oriented toward the following objectives: 1) To know the students’ vocabulary mastery at SDIT Al-Hikmah, Cikupa.2) To know improvement the students’ vocabulary mastery through taboo game at SDIT Al-Hikmah, Cikupa. The researcher chooses Classroom Action Research Method. Classroom Action Research is qualitative of research. It is attended to make better learning and teaching process in a class. There are steps in Classroom Action Research according to Kemmis model, namely: Planning, Action, Observation, and Reflection. The subject in this research is the students at sixth grade of MIS Al-Hikmah Cibadak Cikupa Kab.Tangerang which 30 students. In collecting data the researcher used interview, test, observation and field note. From the research of the study it knows that student can improve their vocabulary and commonly it is good. From the average value before using taboo game 54,00, and after executing cycle 1 the average 72,50, up to the implementation of cycle 2 which reaches and average 83,00. It shows the taboo game have much contribution significantly in improving student vocabulary mastery. Finally can be conclude that teaching vocabulary using taboo game have improved students’ vocabulary mastery. In reference the researcher recommends that the research using various media can suggest the students to be more spirit and get better result. Taboo game is one of the great media this could make the student participate and actively in the classroom, not boring than students’ motivated to follow lesson well.

Tipe Item/Data: Skripsi/Tesis/Disertasi (Diploma atau S1)
Kata Kunci (keywords): Vocabulary Mastery, Taboo Games
Subjek: 2x7 Filsafat dan perkembangannya > 2x7.3 Pendidikan > 2x7.33 Tingkat stanawiyah dan ‘aliyah
400 Bahasa > 403 Kamus & ensiklopedi
400 Bahasa > 407 Pendidikan, penelitian & topik terkait
Divisi: Fakultas Tarbiyah Dan Keguruan > Tadris Bahasa Inggris
User Penyetor: Admin 9008
Tanggal Disetorkan: 23 Okt 2016 17:02
Perubahan Terakhir: 25 Okt 2016 00:14
URI: http://repository.iainbanten.ac.id/id/eprint/17

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