PulseExploreJournal ClubDebatesTrendingResearchersJournals
Instagram
HomeExploreJournal ClubTrending
Synapse
⌘+K
Synapse
August 25, 2024Scolae Journal of Pedagogy0 citationsOpen Access

The INCREASING VOCABULARY BY USING GUESSING GAME TO THE SEVENTH-GRADE STUDENTS AT SMP NEGERI 3 DAMPAL SELATAN

View Full Paper
RARahmatul Ummu Arifin

Key Points

Key points are not available for this paper at this time.

Abstract

The research was aimed to find out the lack of student vocabulary in learning English. Type of research is quantitative using a pre-experimental design one group pre test and post test. The independent variable is a guessing game. The population of research is 26 students; the sampling was total sampling technique. The results of this research show that there is an increase in students' voabulary and this can be seen from the average post-test score of 76.08, which is greater than the pre-test score of 64. Even the significance level is 0.05 and df=25, and the t-count = 8.63 and t-table = 2.06 so that we get t-count > t-table (8.63 > 2.06) which shows that students' vocabulary is significantly better after receiving treatment and the Null hypothesis (Ho) is rejected and Alternative Hypothesis (Ha) is accepted. It can be concluded that guessing games can increasing the skills of seventh-grade students at SMP Negeri 3 Dampal Selatan.

Ask AI
Helpful
Bookmark
Share
View Full Paper

Cite This Study

Rahmatul Ummu Arifin (2024) studied this question.

synapsesocial.com/papers/68e5b01eb6db64358754996ehttps://doi.org/10.56488/scolae.v7i1.132
Ask AI
Helpful
Bookmark
Share
View Full Paper