Avita, Nuva (2024) The Effectiveness of Observe and Remember Game Use in Teaching Vocabulary (A Quasi Experimental Research at Second Grade of Assa’adah Islamic Boarding School). Diploma atau S1 thesis, UIN Sultan Maulana Hasanuddin Banten.
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Abstrak
The Purpose of this study was investigate whether the use Observe and Remember Game has a positive effect on students' vocabulary or not in teaching vocabulary and analyze the significant different in students’ score between students who are taught using Observe and Remember Game and without using Observe and Remember Game. In this research, the researcher used quasi-experimental method. The total population of this research involed 60 students and the sample of this research was 30 students in experimental class and 30 students for control class. The instrument of this research used multiple choice, matching and fill the blank. The data was collected by using pre-test and post-test, The result shows that the average class in pre-test was the experimental class is 56.83, and the control class is 63.16, then the result of post-test from the experimental class is 86.2 and the control class that is 79.46. From above data experimental class is higher than the control class. Based on the analysis data using the t test, it shows that to > tt or 4.92 > 1,67. It means Ha is accepted dan Ho is rejected. its means that using observe and remember game was effective to improve students vocabulary in the second grade of Assa’adah Islamic Boarding School.
Tipe Item/Data: | Skripsi/Tesis/Disertasi (Diploma atau S1) |
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Kata Kunci (keywords): | vocabulary mastery, observe and remember game, a quasi-experimental |
Subjek: | 400 Bahasa > 420 Bahasa Inggris & bahasa Inggris Kuno > 428 penggunaan bahasa Inggris Standard |
Divisi: | Fakultas Tarbiyah dan Keguruan > Tadris Bahasa Inggris |
User Penyetor: | S.S.I Fadhilah Nurinsani Hidayat |
Tanggal Disetorkan: | 13 Mar 2024 07:18 |
Perubahan Terakhir: | 13 Mar 2024 07:22 |
URI: | http://repository.uinbanten.ac.id/id/eprint/14290 |
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