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.

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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
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article

APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK

Aprianto Aprianto, Sudarkam R. Mertosono, Wahyudin Wahyudin
e-Journal of ELTS (English Language Teaching Society)
Language Acquisition and Education
article

APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK

Aprianto Aprianto, Sudarkam R. Mertosono, Wahyudin Wahyudin
article en

Abstract

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.

e-Journal of ELTS (English Language Teaching Society)Vol. 12(1)
Tadulako University (ID)
Openalex Percentile: Top 75%
Language Acquisition and Education
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APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK — Aprianto Aprianto, Sudarkam R. Mertosono, et al. · e-Journal of ELTS (English Language Teaching Society) (2025) | TGRS Research Map | TGRS