Encouraging Students’ Vocabulary Ability by Using Digital Video Game-Based Learning at the Second Grade of SMP Negeri 8 Parepare

Nurhaliza, Nurhaliza (2021) Encouraging Students’ Vocabulary Ability by Using Digital Video Game-Based Learning at the Second Grade of SMP Negeri 8 Parepare. Undergraduate thesis, IAIN Parepare.

[img]
Preview
Text (Sampul dan Abstrak)
15.1300.162 Sampul dan Abstrak.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (4MB) | Preview
[img]
Preview
Text (BAB 1)
15.1300.162 BAB 1.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview
[img]
Preview
Text (BAB 2)
15.1300.162 BAB 2.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview
[img]
Preview
Text (BAB 3)
15.1300.162 BAB 3.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview
[img]
Preview
Text (BAB 4)
15.1300.162 BAB 4.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview
[img]
Preview
Text (BAB 5)
15.1300.162 BAB 5.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview
[img]
Preview
Text (Daftar Pustaka dan Lampiran)
15.1300.162 Daftar Pustaka dan Lampiran.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.

Download (3MB) | Preview

Abstract

This research was aimed to see the improvement of Vocabulary Ability Students before and after using Digital Video Game-based learning . The results of the research are useful for the teacher and students. The teacher should aware that it is important to supplied before teaching make the students more active in learning process.

This researcher was conducted at SMP Negeri 8 Parepare, the population of this research were the students of VIII.2 class which is consisted of 29 students. The sample was taken by using classroom random sampling. In this research, the researcher used a pre-experimental design pre-test and post-test, which is the effect of treatment is judges by the differences between the pre-test and post-test score.

The researcher found that Digital Video Game-based Learning is able to improve the vocabulary ability. The students’ vocabulary ability was improved significantly by looking at pre-test means score were 69 . By the end of the study the result of Digital Video Game-based learning to improved students’ vocabulary ability enhance after giving treatment. The mean score indicate 90 . The impact using Digital Video Game-based learning seems to be significant in students improvement in vocabulary ability. It can be concluded that treatment have been effective.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Digital Video Game-based Learning
Subjects: 20 LANGUAGE, COMMUNICATION AND CULTURE > 2003 Language Studies > 200302 English Language
Divisions: Fakultas Tarbiyah > Program Studi Pendidikan Bahasa Inggris
Depositing User: Ian Tubangsa
Date Deposited: 12 Jan 2022 03:05
Last Modified: 12 Jan 2022 03:05
URI: http://repository.iainpare.ac.id/id/eprint/2869

Actions (login required)

View Item View Item