APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK
This research aims to prove that applying taboo games can improve the vocabulary mastery of grade seven students of SMP Negeri 4 Luwuk. The research applied pre-experimental design. The population was 88 students in the academic year 2022/2023. The samples were 28 students selected employing purposive sampling technique. A vocabulary test was used when collecting the data for this research. The test was administered twice, namely pre-test and post-test. The data were analyzed statistically using a .05 level of significance and 28 degrees of freedom. The data analysis found that the students’ mean score on the pre-test was 56.27, lower than the post-test’s mean score, 79.17. A comparison of the two tests of scale describes that t-counted value = 12.241> t-table value = 1.701. Therefore, Hawas accepted, and Ho was rejected. It can be concluded that applying taboo games improve the students’ vocabulary mastery.
Authors
- Aprianto Aprianto
- Sudarkam R. Mertosono (ORCID: https://orcid.org/0000-0002-6731-5360)
- Wahyudin Wahyudin (ORCID: https://orcid.org/0000-0002-6139-6374)
Institutions
- Tadulako University (ID)
Publication Details
- Journal
- e-Journal of ELTS (English Language Teaching Society)
- Published
- 2025-04-20
- DOI
- https://doi.org/10.22487/elts.v12i1.4428
- Primary Topic
- Language Acquisition and Education
- Type
- article
- Field-Weighted Citation Impact
- 0.00