Amalia Marhariyadi, Risky (2024) ENHANCING STUDENTS VOCABULARY MASTERY THROUGH AUDIO VISUAL AIDS USING GAMIFICATION` GAMETOLEARNENGLISH.COM. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
Text
Risky Amalia Marhariyadi_2223190039_Fulltext.pdf Restricted to Registered users only Download (2MB) |
|
Text
Risky Amalia Marhariyadi_2223190039_02.pdf Restricted to Registered users only Download (150kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_03.pdf Restricted to Registered users only Download (239kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_04.pdf Restricted to Registered users only Download (272kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_05.pdf Restricted to Registered users only Download (34kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_Reff.pdf Restricted to Registered users only Download (158kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_Lamp.pdf Restricted to Registered users only Download (744kB) |
|
Text
Risky Amalia Marhariyadi_2223190039_CP.pdf Restricted to Registered users only Download (4MB) |
|
Text
Risky Amalia Marhariyadi_2223190039_01 baru.pdf Restricted to Registered users only Download (550kB) |
Abstract
This research aimed to find any significance on vocabulary mastery through audio visual aids using gamification on seventh grade students at SMPN 15 Kota Serang. To achieved that aim, this research used quasi-experimental design. In this study, 30 students in the experiment class and 30 students in the control class made up the sample. Pre-test was given to both classes at the first meeting and then the post-test at the last meeting. To find the effect, the post-test was provided to both classes. The results of the post-test revealed that experimental class was significantly higher than control class. In addition, the results of Independent Sample T-Test revealed that the sig-2 tailed value was 0.00, while the alpha (a) was 0.05 which was 0.00<0.05. This demonstrates that the alternative hypothesis is accepted. It can be concluded that there is any significance improvement on vocabulary mastery through audio visual aids using gamification on seventh grade students at SMPN 15 Kota Serang.
Item Type: | Thesis (S1) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
|||||||||
Additional Information: | Penelitian ini bertujuan untuk menemukan signifikansi penguasaan kosakata melalui alat bantu audio visual dengan menggunakan gamifikasi pada siswa kelas tujuh di SMPN 15 Kota Serang. Untuk mencapai tujuan tersebut, penelitian ini menggunakan desain kuasi eksperimen. Dalam penelitian ini, 30 siswa di kelas eksperimen dan 30 siswa di kelas kontrol menjadi sampel. Pre-test diberikan kepada kedua kelas pada pertemuan pertama dan post-test pada pertemuan terakhir. Untuk mengetahui pengaruhnya, post-test diberikan kepada kedua kelas. Hasil post-test menunjukkan bahwa kelas eksperimen secara signifikan lebih tinggi daripada kelas kontrol. Selain itu, hasil Independent Sample T-Test menunjukkan bahwa nilai sig-2 tailed adalah 0,00, sedangkan alpha (a) adalah 0,05 yaitu 0,00 < 0,05. Hal ini menunjukkan bahwa hipotesis alternatif diterima. Dapat disimpulkan bahwa terdapat peningkatan yang signifikan terhadap penguasaan kosakata melalui alat bantu audio visual dengan menggunakan gamifikasi pada siswa kelas VII SMPN 15 Kota Serang. | |||||||||
Uncontrolled Keywords: | Audio,Gamification, Mastery, Visual, Vocabulary. | |||||||||
Subjects: | L Education > L Education (General) | |||||||||
Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan > 88203-Jurusan Pendidikan Bahasa Inggris 02-Fakultas Keguruan dan Ilmu Pendidikan |
|||||||||
Depositing User: | Risky Amalia Marhariyadi | |||||||||
Date Deposited: | 15 Mar 2024 12:09 | |||||||||
Last Modified: | 28 Mar 2024 12:04 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/34074 |
Actions (login required)
View Item |