The Effect of Using Game on Students Vocabulary Achievement at Grade VII of SMP Negeri 12 Pematangsiantar

Authors

  • Yanti Kristina Sinaga Universitas HKBP Nommensen

Keywords:

Achievement,, game,, vocabulary

Abstract

This study aimed to investigate significant effect of using game on the students' vocabulary achievement at grade VII in SMP Negeri 12 Pematangsiantar. The researcher used some theories, namely: Nation (1990), Clark & Fairburn (1997), Napa (1991), Cameron (2001), Salim (2008), Huyen & Nga (2003), Haycraft (1984), Thornbury (2002), Slattery (2001) Shaptoshvili (2002), Arikunto (2010). In this study, the researcher used quantitative methodology. The samples consisted of experimental and control class. The objects of this study are filling cross puzzle and word puzzle about animals. To analyze data, the researcher used Jhon Haycraft theory. The data analyses and interpretation showed that there is a significant effect in students’ vocabulary achievement. In control class showed that average score are low and In experimental class showed that the average score are high. Finally, the researcher concluded that students in experimental group are more effective after using game than students in control class. The result of analyzing data, score of t – test is higher than t–table (5,51> 2,00).

Downloads

Download data is not yet available.

Published

2019-06-30

How to Cite

Sinaga, Y. K. . (2019). The Effect of Using Game on Students Vocabulary Achievement at Grade VII of SMP Negeri 12 Pematangsiantar. Journal of English Teaching As a Foreign Language, 5(1), 14-25. Retrieved from https://ejournal.uhn.ac.id/index.php/jetafl/article/view/113