novita, novita (2022) APPLYING ANAGRAM GAME FOR TEACHING VOCABULARY AT EIGHTH GRADE IN SMPN 1 KAYAN HILIR. Skripsi thesis, STKIP Persada Khatulistiwa.
![[thumbnail of B.Inggris_180207080_tittle.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_tittle.pdf
Download (640kB)
![[thumbnail of B.Inggris_180207080_chapter1.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_chapter1.pdf
Download (179kB)
![[thumbnail of B.Inggris_180207080_chapter2.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_chapter2.pdf
Restricted to Repository staff only
Download (211kB)
![[thumbnail of B.Inggris_180207080_chapter3.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_chapter3.pdf
Download (333kB)
![[thumbnail of B.Inggris_180207080_chapter4.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_chapter4.pdf
Restricted to Repository staff only
Download (225kB)
![[thumbnail of B.Inggris_180207080_chapter5.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_chapter5.pdf
Download (167kB)
![[thumbnail of B.Inggris_180207080_appendix.pdf]](http://repository.persadakhatulistiwa.ac.id/style/images/fileicons/text.png)
B.Inggris_180207080_appendix.pdf
Download (13MB)
Abstract
Novita. 2022, The Applying Anagram Game for Teaching Vocabulary at Eighth Grade in SMPN 1 Kayan Hilir. Thesis, English Language Education Study Program of STKIP Persada Khatulistiwa. Advisor I: Tuti, M.Pd. Advisor II: Henry Elisa, M.Pd. Keywords: anagram game, teaching, vocabulary
Vocabulary mastery is an important component in learning English. However, the reality on the ground showed that students‟ vocabulary mastery at class VIII A in SMPN 1 Kayan Hilir was still low. The aim of the research were to improve students‟ vocabulary mastery through Anagram game at eighth grade in SMPN 1 Kayan Hilir and to find out students‟ responses toward Anagram game. This research used Classroom Action Research design which consisted of two cycles which had two meetings in each cycle. The subject of the research were the students at class VIII A in SMPN 1 Kayan Hilir which consisted of 39 students. The data collection techniques that were used in the research were observation, interview and measurement. The finding showed that there was an improvement on the teaching and learning process by using Anagram game. It can be seen from the result of observation and interview in which the students were being active and enthusiastic on the learning process and they liked to learn vocabulary by using Anagram game.While, the result of test showed that the students‟ score in each cycle improved in which the mean score in the first cycle was 46 and the mean score in the second cycle was 73,85. It means that applying Anagram game can improve students‟ vocabulary mastery.
Item Type: | Thesis (Skripsi) |
---|---|
Subjects: | L Education > L Education (General) |
Depositing User: | Magang Santai jak |
Date Deposited: | 19 Jun 2025 01:48 |
Last Modified: | 19 Jun 2025 01:48 |
URI: | http://repository.persadakhatulistiwa.ac.id/id/eprint/1426 |