The Use Of Fly Swatter Game To Improve Students’ Vocabulary Mastery At Tenth Grade Students of SMK Negeri 1 Siborongborong In Academic Year 2019/2020.A Thesis, English Department University of Tapanuli Silangit, 2020.

Authors

  • Erisa Sianturi Universitas Sisingamangaraja XII Tapanuli
  • Bonari Tambunan Universitas Sisingamangaraja XII Tapanuli
  • Novita Hutabarat Universitas Sisingamangaraja XII Tapanuli

Abstract

AbstractThe purpose of this research is to improve students’ vocabulary mastery by using Fly Swatter Game. This research was conducted by using Classroom Action Research (CAR). The subject of this research was the tenth grade students of SMK Negeri 1 Siborongborong in which consisted of 32 students. The object of this research was to improve the students’ vocabulary mastery through fly swatter game. This researcher was conducted in two cycles which each consists’ of planning, acting, observing, and reflecting. The data were gathered through qualitative and quantitative data. The qualitative data were gained by analyzing the interview and observation result. Then, quantitative data were obtained from the students’ vocabulary score of pre-test, post-test. Fly swatter game consisted of 25 items to answer was used as instrument to collect the data needed. The result shows that the post-test result was higher than pre-test result. The lowest score in pre-test was 52 and the highest score was 72 with the mean 61; while in post-test I the lowest score was 56 and the highest score was 76 with the mean 66,87; and in post-test II the lowest score was 64 and the highest score was 84 with the mean 74,62. From the result of the test, it was found that the Use of Fly Swatter Game can improve Grade Ten of SMK N 1 Siborongborong Students’ vocabulary mastery.

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Published

2022-07-20

Issue

Section

Scope of Journal is Education Research, Humaniora

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