PENGARUH PENGGUNAAN DRAW ME GAME TERHADAP KEMAMPUAN SISWA DALAM MENGUASAI KOSAKATA DI SMP NEGERI 3 GUNUNGSITOLI UTARA

This study aims to identify the effect of using the Draw Me Game on students' vocabulary mastery in the eighth grade at SMP Negeri 3 Gunungsitoli Utara. The research employs a quasi-experimental design and uses multiple-choice tests as the instrument. Based on the data analysis, the study concludes that the implementation of the Draw Me Game in the experimental class at SMP Negeri 3 Gunungsitoli Utara yielded significant results. Students in the experimental class showed a clear improvement in their vocabulary skills, with average post-test scores categorized as good after the treatment. In contrast, the control class, which did not receive the treatment, exhibited less significant results, with average scores remaining in the poor category. Statistical testing confirms that the Draw Me Game has a positive and significant effect on students' vocabulary mastery, indicating that this method is effective in enhancing students' learning achievements.

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Publication Details

Journal
Jurnal Suluh Pendidikan
Published
2024-08-19
DOI
https://doi.org/10.36655/jsp.v12i2.1605
Primary Topic
Child Development and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

PENGARUH PENGGUNAAN DRAW ME GAME TERHADAP KEMAMPUAN SISWA DALAM MENGUASAI KOSAKATA DI SMP NEGERI 3 GUNUNGSITOLI UTARA

Trisman Harefa, Arisman Telaumbanua
Jurnal Suluh Pendidikan
Child Development and Education
article

PENGARUH PENGGUNAAN DRAW ME GAME TERHADAP KEMAMPUAN SISWA DALAM MENGUASAI KOSAKATA DI SMP NEGERI 3 GUNUNGSITOLI UTARA

Trisman Harefa, Arisman Telaumbanua
article en

Abstract

This study aims to identify the effect of using the Draw Me Game on students' vocabulary mastery in the eighth grade at SMP Negeri 3 Gunungsitoli Utara. The research employs a quasi-experimental design and uses multiple-choice tests as the instrument. Based on the data analysis, the study concludes that the implementation of the Draw Me Game in the experimental class at SMP Negeri 3 Gunungsitoli Utara yielded significant results. Students in the experimental class showed a clear improvement in their vocabulary skills, with average post-test scores categorized as good after the treatment. In contrast, the control class, which did not receive the treatment, exhibited less significant results, with average scores remaining in the poor category. Statistical testing confirms that the Draw Me Game has a positive and significant effect on students' vocabulary mastery, indicating that this method is effective in enhancing students' learning achievements.

Jurnal Suluh PendidikanVol. 12(2)
Riau University (ID)
Quality Education
Openalex Percentile: Top 75%
Child Development and Education
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