THE USE OF DRAGON SNAKE GAME FOR TEACHING VOCABULARY TO THE FOURTH GRADERS IN SD N 02 PANJANG BAE KUDUS IN ACADEMIC YEAR 2017/2018

APRIYANTI, ERICA (2018) THE USE OF DRAGON SNAKE GAME FOR TEACHING VOCABULARY TO THE FOURTH GRADERS IN SD N 02 PANJANG BAE KUDUS IN ACADEMIC YEAR 2017/2018. Skripsi Sarjana thesis, Universitas Muria Kudus.

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Abstrak

Vocabulary is a set of word or phrase that have meaning of and understanding of words which consist of spoken and writen forms, withouth vocabulary the students can not apply language well. But, in the fact the students are still confused and difficult to undestand the materials taught by the English teacher, exactly memorize the English vocabulary and the students’ motivation is low to study. Therefore, the writer used of Dragon Snake game as the technique for teaching English vocabulary. Beacause, it can make the students more understand and interest in learning process, the students get more experience and knowledge to learn English which can change their mindset that English is not difficult but English is fun to study. The objective of this research is to know if there is a significant difference between the vocabulary mastery of fourth grade students at SD N 2 Panjang Bae Kudus in academic year 2017/2018 before and after taught by using Dragon Snake. Design of this research is an experimental research; used one group pre-test and post-test, with 20 multiple choise items as instrument of the research. The subject of the research is the whole of fourth grade students of SD N 2 Panjang Bae Kudus in academic year 2017/2018. The result of this research showed that the vocabulary mastery of the fourth grade studnets of SD N 2 Panjang Bae Kudus in academic year 2017/2018 before taught by using dragon snake categirized as sufficient by the mean is 67 and standard deviation is 14. Then, the vocabulary mastery of the fourth grade studnets of SD N 2 Panjang Bae Kudus in academic year 2017/2018 after taught by using dragon snake categorized as good by the mean is 73 and standard deviation is 14. From the calculating result t-observation is 9.02, while t-table is 2.201. it means that the null hypothesis is rejected and the alternative hypothesis is accepted(t0=9.02> tt=2.201) Based on the result above, this game is an effective technique to teach English vocabulary. The writer suggested that the English teacher can apply this game to teach the students. Because this game can make the students interest and easier to understand the material, also fun in teaching learning process.

Tipe dokumen: Skripsi (Skripsi Sarjana)
Additional Information: Dra. Sri Endang Kusmaryati, M.Pd.
Uncontrolled Keywords: Key words: Vocabulary, Dragon Snake Game
Subjects: Bahasa dan sastra > Bahasa Inggris
Divisions: Fakultas Keguruan & Ilmu Pendidikan > Pendidikan Bahasa Inggris
Depositing User: UPT Perpustakaan UMK
Tanggal Deposit: 29 Jun 2018 01:15
Last Modified: 29 Jun 2018 01:15
URI: http://eprints.umk.ac.id/id/eprint/9131

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