Susi, Purwanti (2014) IMPROVING STUDENTS’ VOCABULARY MASTERY USING FLASHCARD in “KOTAK POS” TRADITIONAL GAME(The Case of the Seventh Grade Students of SMP Assirajiyah Menur in the Academic Year 2013/2014). Undergraduate thesis, Fakultas Bahasa UNISSULA.

[thumbnail of Cover.pdf]
Preview
Text
Cover.pdf

| Preview Download (251kB)
[thumbnail of Abstrak.pdf]
Preview
Text
Abstrak.pdf

| Preview Download (136kB)
[thumbnail of Daftar Isi.pdf]
Preview
Text
Daftar Isi.pdf

| Preview Download (148kB)
[thumbnail of Daftar Pustaka.pdf]
Preview
Text
Daftar Pustaka.pdf

| Preview Download (100kB)

Abstract

Purwanti, Susi. 2013. “Improving Students’ Vocabuary Mastery Using Flashcard
in “Kotak Pos” Traditional Game” (The Case of the Seventh Grade
Students of SMP Assirajiyah Menur in the Academic Year 2013/2014).
A final Project, Engish Language Education Study Program. College of
Languages, Sultan Agung Islamic University. The first advisor: Prof.
Dr. Warsono, M.A. and the second advisor: Kurniawan Yudhi Nugroho,
S.Pd.,M.Pd.
This study is an attempt to find out how to use “kotak pos” traditional
game in improving students’ vocabulary mastery and to find out how “kotak pos”
traditional game improves the students’ vocabulary mastery. To achieve the
objective of the study the writer conducted pra-experimental research (one group
pretest-posttest) because the writer used one group as a subject. The subjects of
the study were the seventh grade students of SMP Assirajiyah Menur. There were
38 students: 18 boys and 20 girls. The writer carried out four steps for collecting
the data. The first step was conducting a pre-test; the second step was conducting
treatment; the third step was conducting post-test and the last was conducting
interview for students and the English teacher. In analyzing the data, the writer
used quantitative measurement. Based on the analysis result, the average of
students’ achievement in pre-test was 62.39 which increased in post-test to71.53.
Based on this study, it was concluded that using flashcard in “kotak pos”
traditional game could improve students’ vocabulary mastery. also, it could
be seen that sig. (2-tailed) 0.000<0.05. It means that H
was accepted. Besides, it
made students more interested and motivated in learning vocabulary. And also
students found it easy to memorize words and meaning.
a
Key words: “kotak pos” traditional game, flashcard, and vocabulary.

Dosen Pembimbing: UNSPECIFIED | UNSPECIFIED
Item Type: Thesis (Undergraduate)
Subjects: P Language and Literature > PE English
Divisions: Fakultas Bahasa dan Ilmu Komunikasi
Fakultas Bahasa dan Ilmu Komunikasi > Pendidikan Bahasa Inggris
Depositing User: Pustakawan 1 UNISSULA
Date Deposited: 28 Dec 2015 02:07
Last Modified: 28 Dec 2015 02:07
URI: https://repository.unissula.ac.id/id/eprint/1984

Actions (login required)

View Item View Item