Nurfadillah, Annisa (2025) The Effectiveness of Using Liar Game to Improve Students’ Speaking Skill (A Quasi-Experiment Research at SMKS Sabilu El-Muhtadin). Diploma atau S1 thesis, UIN Sultan Maulana Hasanuddin Banten.
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S_TBI_181230055_Cover.pdf Download (318kB) |
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S_TBI_181230055_Statement of Originality.pdf Download (1MB) |
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S_TBI_181230055_Chapter I.pdf Download (205kB) |
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S_TBI_181230055_Chapter II.pdf Restricted to Hanya staf repositori Download (293kB) |
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S_TBI_181230055_Chapter III.pdf Restricted to Hanya staf repositori Download (370kB) |
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S_TBI_181230055_Chapter IV.pdf Restricted to Hanya staf repositori Download (628kB) |
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S_TBI_181230055_Chapter V.pdf Download (161kB) |
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S_TBI_181230055_References.pdf Download (221kB) |
Abstrak
This study investigates the effect of the "Liar Game" on improving students' speaking skills. Conducted as quasi-experimental research, it involved two eleventh-grade classes at SMKS Sabilu El Muhtadin, with a total of 60 participants split evenly into an experimental group and a control group. Data collection methods included observation, lesson plans, pre-tests, treatments, and post-tests. Over four sessions, the Liar Game was implemented in the experimental class, emphasizing interactive learning through structured practice and real-life scenarios. The game required students to identify a "liar" among their peers through questioning, promoting both engagement and communicative skill development. The results showed a significant positive impact of the Liar Game on speaking proficiency. Hypothesis testing confirmed the alternative hypothesis (Ha), with t test values indicating statistical significance at both the 5% = 2.594 > 1.672) and 1%= 2.594 > 2.392) levels. Cohen’s d effect size was calculated at 0.666, suggesting a moderate effect of the Liar Game on students' speaking skill improvement. The findings suggest that the Liar Game is an effective strategy for enhancing students' speaking abilities and can be integrated into language curricula to create a more engaging and interactive learning environment. Future research could explore its impact across different language skills and educational settings to further validate its effectiveness.
| Tipe Item/Data: | Skripsi/Tesis/Disertasi (Diploma atau S1) |
|---|---|
| Kata Kunci (keywords): | Gmae-based learning, liar game, speaking skill |
| 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 NH |
| Tanggal Disetorkan: | 23 Des 2025 02:37 |
| Perubahan Terakhir: | 23 Des 2025 02:37 |
| URI: | http://repository.uinbanten.ac.id/id/eprint/17913 |
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