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Increasing Vocabulary of Grade VII Students at SMPS Miftaahul Khairaat Palu through Crossword Puzzle Game Iftitah, Arika Nurul; Said, Mawardin M.; Suriaman, Aminah
MANAZHIM Vol 6 No 1 (2024): FEBRUARI
Publisher : Manajemen Pendidikan Islam STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/manazhim.v6i1.4158

Abstract

The main obstacles encountered by students to communicate in English is the lack of their vocabulary, Therefore, there should be strategic efforts made by teachers to increase students’ vocabulary mastery, like using Crossword Puzzle Game. The objective of this research was to examine whether the application of crossword puzzle game can increase vocabulary of grade VII students at SMPS Miftaahul Khairaat Palu or not. This study utilized the Class Action Research design, implemented in a cyclical process encompassing planning, action, observation, and reflection. The research involved 17 seventh-grade students during the academic year 2023-2024.This research was conducted in two cycles; the first cycle consisted of four meetings and the second one consisted of two meetings. Thus, there were totally six meetings in two cycles (cycle 1 and cycle 2). In collecting the data, there were three types of instruments used in this research: tests, observation sheets, and field notes. The results of quantities data analysis indicate that the mean score of posttests in cycle 2, 81.05 is higher than that of posttest in cycle 1, 69.05, and that of pretest in cycle 1, 60.58, Thus, based on the comparison of the students’ vocabulary achievement in pretest and in posttest in cycle 1 and in cycle 2, it can be concluded that the use crossword puzzle game can increase vocabulary of the grade VII students. While the results of qualitative data indicate that the students’ vocabulary increases from cycle 1 to cycle 2.
DEVELOPING VOCABULARY MASTERY THROUGH GUESSING WORDS GAME FOR THE SEVENTH GRADE STUDENTS OF SMP NEGERI 10 PALU Iftitah, Arika Nurul; Marzuki, Abdul Gafur; Kuliahana, Ana
Datokarama English Education Journal Vol. 1 No. 1 (2020): August
Publisher : English Tadris Department, Tarbiyah and Teacher Training Faculty, Datokarama State Islamic University Palu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24239/dee.v1i1.3

Abstract

The objectives of this research was to know the process of learning English vocabulary by using guessing words game and to know the students’ problem in learning English vocabulary by using guessing words game for the seventh grade students of SMP Negeri 10 Palu in academic year of2019/2020 with the use of guessing words game technique. In this research, the researcher used qualitative research method. The researcher chose class VII D as sample which consisted of 23 students. In collecting the data, the researcher used four kinds of instruments, they were: observation,interview, test and document. Based on the observation, there are some problems in the teaching and learning. To solve those problems, the researcher implemented guessing words game as vocabulary activities. This research was conducted through classroom action research that consisted of two cycles. Each cycles consisted three meetings. The result of the research showed that there were some improvements of the students’ vocabulary. In cycle 1 average score was 62,86 there were some unsuccessful score. Meanwhile, in cycle 2 average score was 72,34 the implementation of guessing words game was successful in developing students vocabulary. Guessing words game gives better result to develop the students’ vocabulary. In other words, guessing words game is effective to use in teaching English vocabulary.