THE EFFECTIVENESS OF USING HANGMAN GAME APPLICATION IN TEACHING VOCABULARY OF THE FIFTH GRADE OF MI DARUL ULUM 01 IN THE ACADEMIC YEAR 2021/2022

LUTHFI, AMALUDDIN (2021) THE EFFECTIVENESS OF USING HANGMAN GAME APPLICATION IN TEACHING VOCABULARY OF THE FIFTH GRADE OF MI DARUL ULUM 01 IN THE ACADEMIC YEAR 2021/2022. Sarjana thesis, Universitas Muria Kudus.

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Abstrak

English is an important language, so English is included in one of the lessons in school. One way to master English is by increasing vocabulary items. The more vocabulary is mastered, the easier it is for someone to understand English. One of the vocabulary mastery is vocabulary mastery about asking and giving for direction. The material was also taught in English language learning for elementary school in semester 2 in 2021/2022 academic year, especially in five grade. However, most students still had difficulty in mastering and memorizing vocabulary about asking and giving for direction. In this case, the writer gave a discussion to make students easier and interested in learning English. The writer taught the students by using Hangman Game Application. Hangman Game Application is a game from manual Hangman Game and changed to application game in order tobe more interested to use. Hangman Game Application that is intended to facilitate users in learning English vocabulary. The purpose of this study was to determine the significant differences between the vocabulary mastery of the fifth grade students of MI Darul Ulum 01 in 2021/2022 academic year before and after being taught by using Hangman Game Application. The design of the research used in this study is quantitative experimental design. The population of this study is the fifth grade students of MI Darul Ulum 01 in 2021/2022 academic year. The research instrument used by the writer was the pre-test and post-test of vocabulary mastery of the fifth grade students of MI Darul Ulum 01 in 2021/2022 academic year before and after being taught by using Hangman Game Application. The type of the test is multiple choice test consist of 10 questions. The pre-test result shows that the mean value is 55. While, the mean of post-test is 77.2. T-Test calculation shows that t(obtained) = 6.43 > t(critical) = ± 2.131 means that there is a significant difference between the vocabulary mastery of the fifth grade students of MI Darul Ulum 01 in 2021/2022 academic year before and after being taught by using Hangman Game Application. It can increase the students interest and makes the students more active in the teaching and learning process. Based on these results, the writer concludes that Hangman Game Application is an effective media to help students learn English especially about mastering vocabulary. Based on the result of the research, the writer gives several suggestions that are hopefully useful for those who involve in teaching and learning English. The teachers can use the game application to support teaching and learning process especially in learning English. The students should be more active in learning Englih. The next researcher can use this research as the reference for the next research.

Item Type: Skripsi/ Thesis (Sarjana)
Dosen Pembimbing: Dosen Pembimbing 1. Atik Rokhayani, S.Pd, M.Pd. Dosen Pembimbing 2.Hidayati, S.Ag, M.Pd.I
Kata Kunci: Vocabulary Mastery, Hangman Game Application
Subjects: Bahasa dan sastra > Sastra Inggris
Program Studi: Fakultas Keguruan & Ilmu Pendidikan > Pendidikan Bahasa Inggris
Depositing User: Mr Firman Al Mubaroq
Date Deposited: 03 Jan 2023 19:22
Last Modified: 03 Jan 2023 19:22
URI: http://eprints.umk.ac.id/id/eprint/17761

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