The INCREASING VOCABULARY BY USING GUESSING GAME TO THE SEVENTH-GRADE STUDENTS AT SMP NEGERI 3 DAMPAL SELATAN

The research was aimed to find out the lack of student vocabulary in learning English. Type of research is quantitative using a pre-experimental design one group pre test and post test. The independent variable is a guessing game. The population of research is 26 students; the sampling was total sampling technique. The results of this research show that there is an increase in students' voabulary and this can be seen from the average post-test score of 76.08, which is greater than the pre-test score of 64. Even the significance level is 0.05 and df=25, and the t-count = 8.63 and t-table = 2.06 so that we get t-count > t-table (8.63 > 2.06) which shows that students' vocabulary is significantly better after receiving treatment and the Null hypothesis (Ho) is rejected and Alternative Hypothesis (Ha) is accepted. It can be concluded that guessing games can increasing the skills of seventh-grade students at SMP Negeri 3 Dampal Selatan.

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Publication Details

Journal
Scolae Journal of Pedagogy
Published
2024-08-25
DOI
https://doi.org/10.56488/scolae.v7i1.132
Primary Topic
Educational Methods and Media Use
Type
article
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article

The INCREASING VOCABULARY BY USING GUESSING GAME TO THE SEVENTH-GRADE STUDENTS AT SMP NEGERI 3 DAMPAL SELATAN

Rahmatul Ummu Arifin
Scolae Journal of Pedagogy
Educational Methods and Media Use
article

The INCREASING VOCABULARY BY USING GUESSING GAME TO THE SEVENTH-GRADE STUDENTS AT SMP NEGERI 3 DAMPAL SELATAN

Rahmatul Ummu Arifin
article en

Abstract

The research was aimed to find out the lack of student vocabulary in learning English. Type of research is quantitative using a pre-experimental design one group pre test and post test. The independent variable is a guessing game. The population of research is 26 students; the sampling was total sampling technique. The results of this research show that there is an increase in students' voabulary and this can be seen from the average post-test score of 76.08, which is greater than the pre-test score of 64. Even the significance level is 0.05 and df=25, and the t-count = 8.63 and t-table = 2.06 so that we get t-count > t-table (8.63 > 2.06) which shows that students' vocabulary is significantly better after receiving treatment and the Null hypothesis (Ho) is rejected and Alternative Hypothesis (Ha) is accepted. It can be concluded that guessing games can increasing the skills of seventh-grade students at SMP Negeri 3 Dampal Selatan.

Scolae Journal of PedagogyVol. 7(1)
Universitas Muhammadiyah Tapanuli Selatan (ID)
Quality Education
Openalex Percentile: Top 79%
Educational Methods and Media Use
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The INCREASING VOCABULARY BY USING GUESSING GAME TO THE SEVENTH-GRADE STUDENTS AT SMP NEGERI 3 DAMPAL SELATAN — Rahmatul Ummu Arifin · Scolae Journal of Pedagogy (2024) | TGRS Research Map | TGRS