Lingua
Vol 2 No 01 (2018): Lingua Jurnal Pendidikan Bahasa

USING JEOPARDY GAME TO IMPROVE STUDENTS’ VOCABULARY KNOWLEDGE

Alimudin Majda (Unknown)
Gunawan Agus (Universitas Islam As-Syafi'iyah)



Article Info

Publish Date
28 Jan 2019

Abstract

Learning english vocabulary using jeopardy game technique make the studentsfeel interesting and grasping new words easily. Therefore, the purpose of this researchis to find out whether or not there is significant effect of jeopardy game on grade sevenstudents’ vocabulary knowledge. The sampels were taken using cluster randomsampling technique, with the total number of sampels are 74 students which aredivided into two classes. The location is at MTs Al-Ihsan Bekasi. The research methodadopted was quasi experimental with research design was post-test only control group.To collect data, the students were given instruments in the form of objective, multiplechoice each numbering 30 for both control class and Experimental class. The findingsshowed that the jeopardy class students got mean score 80 higher than non-jeopardyclass students who got 77. It indicates that there is a significant difference in each classand can be seen from the analysis using one way ANOVA that produced (Sig.) valueof 0.002 was smaller than (<) Alpha 0.05, Ho is rejected and HA is accepted. Itshowed tha there is significant effect of jeopardy game on grade seven students’vocabulary knowledge at Mts Al-Ihsan Bekasi in the Academic Year of 2016-2017.

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Journal Info

Abbrev

Lingua

Publisher

Subject

Education Languange, Linguistic, Communication & Media Social Sciences

Description

Journal Lingua is focused on publishing the original research articles, review articles from contributors, and the current issues related to language and linguistics. The main objective of Lingua is to provide a platform for the international scholars, academicians, and researchers to share the ...