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The Effectiveness of Using Taboo Game on Students’ Vocabulary Mastery at the Seventh Grade of SMP Nurul Islam Pasanggar Pegantenan Pamekasan
Key Words: Taboo Game, Vocabulary Mastery
There are “four skills” in English. They are listening, speaking,
reading, and writing. Vocabulary is one of the ways in mastering English,
because without vocabulary the teacher and the students cannot understand
about English. Because, Vocabulary is the most important in writing and
speaking, if the students want to study English language, they must have
vocabulary mastery. The game is one of media that can be used on the
purpose of creating the students’ enthusiastic in learning, help the students
to be more active, the classroom teaching and learning does not get boring
and encourage the students. Taboo game inputs several advantages to be
implemented in teaching vocabulary especially putting the students to be
more active in the classroom teaching activity. There are two problems in
this research, namely is there any significant result of Using Taboo Game
on Students’ Vocabulary Mastery at the Seventh Grade of SMP Nurul
Islam Pasanggar Pegantenan Pamekasan and how significant is the effect
of Using Taboo Game.
This research uses quantitative approach with experimental
research because the variables of this research is discrete manipulated,
which have cause-effect relationship and it can measure the degree of
effectiveness. While kind of research, the researcher uses pre-experimental
research, namely one group pretest-posttest design because the researcher
wants to use one single group in giving treatment to the sample. To collect
the data, the researcher uses two tests, namely pretest and posttest, and
documentation by taking picture in the teaching learning process.
The result of this research found that taboo game is really effective
to be implemented in teaching vocabulary mastery because this game
make the students enthusiastic to learn and collaborate with, it also boosts
the students’ interest in following the learning activity since it is a joyful
and fun activity so that the students do not get bored in learning. it is
proved by the result of statistical analysis using SPSS v.29 showed that the
paired t-test result is 0,009, it is lower than the significance 0,05 namely
0,009 < 0,05. It means that H0 is rejected and H1 is accepted, there is
siginificant effectiveness of Using Taboo Game on Students’ Vocabulary
Mastery at the Seventh Grade of SMP Nurul Islam Pasanggar Pegantenan
Pamekasan.
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