Saputra, Eko (2025) Using Hangman Game to Improve Students’ Vocabulary Mastery. Diploma atau S1 thesis, UIN Sultan Maulana Hasanuddin Banten.
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S_TBI_201230008_Cover.pdf Download (172kB) |
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S_TBI_201230008_Statement of Originality.pdf Download (498kB) |
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S_TBI_201230008_Chapter I.pdf Download (119kB) |
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S_TBI_201230008_Chapter II.pdf Restricted to Hanya staf repositori Download (113kB) |
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S_TBI_201230008_Chapter III.pdf Restricted to Hanya staf repositori Download (224kB) |
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S_TBI_201230008_Chapter IV.pdf Restricted to Hanya staf repositori Download (649kB) |
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S_TBI_201230008_Chapter V.pdf Download (190kB) |
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S_TBI_201230008_References.pdf Download (194kB) |
Abstrak
This research investigates the effectiveness of Using Hangman Game To Improve Students’ Vocabulary Mastery. This research used experimental research it was conducted based on the main problem, How is the effectiveness of using online game to improve students’ vocabulary mastery at the 11th grade students’ of MA Miftahul Ulum Kragilan? To investigates of the research, the researcher collects data from 62 students that spare into two classes, one class as experimental class and another one is as the control class. The researcher used experimental design with use the instruments were three stages are pre-test, treatment, and post-test. Population of the research was the Second Grade students’ of MA Miftahul Ulum Kragilan, academic year 2024/2025. The sample of the research used class 11 A as a experimental class and class 11 B as a control class. The result of this research shows that the students’ vocabulary who use hangman game achieve better performance than those who do not use game. The result of the data analysis is using t-test, the value of the observation is 4,85 with degree of freedom 46 In the degree significance compared the data with ttable both in degree significance 5% and 1%. Therefore to:tt = 4,85> 1,67 in degree of significance 5% and tt. It means there is significance effect of using Hangman Game to improve students’ vocabulary.
| Tipe Item/Data: | Skripsi/Tesis/Disertasi (Diploma atau S1) |
|---|---|
| Kata Kunci (keywords): | Video game, experiment, vocabulary |
| Subjek: | 300 Ilmu-ilmu Sosial > 370 Pendidikan > 371 Sekolah & kegiatan mereka; pendidikan khusus > 371.3 Metode Belajar Mengajar, Kegiatan Belajar Mengajar > 371.36 Metode Pengajaran Tertentu, Metode Pembelajaran Tertentu |
| Divisi: | Fakultas Tarbiyah dan Keguruan > Tadris Bahasa Inggris |
| User Penyetor: | S.S.I FN H |
| Tanggal Disetorkan: | 19 Jun 2025 06:43 |
| Perubahan Terakhir: | 19 Jun 2025 06:43 |
| URI: | http://repository.uinbanten.ac.id/id/eprint/17014 |
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