THE USING WORD HANGMAN GAMES TO IMPROVE STUDENT’S VOCABULARY MASTERY AT THE EIGHT GRADES OF SMP SWASTA HKBP SIPOHOLON IN ACADEMIC YEAR OF 2021/2022

Authors

  • Daniel Simorangkir University of Sisingamangaraja XII Tapanuli
  • Lamhot Martua Situmeang University of Sisingamangaraja XII Tapanuli
  • Rekolina Siahaan University of Sisingamangaraja XII Tapanuli

Keywords:

Using Word, Hangman Games, Vocabulary Mastery

Abstract

This study aims to improve student’s vocabulary mastery by hangman game. This study was conducted by using classroom action research at the eighth grade of SMP SWASTA HKBP SIPOHOLON. The subject of this study was the eighth grades student and the total number of students was 32 students. The researcher was applied in two cycles with four meetings. The data was collected by using the quantitative data and qualitative data. The result showed that the improvement of the student’s score from pretest to post test of cycle I and cycle II. The students’ mean from pretest was 52.18, for the first cycle was 65.46, and the second cycle was 75.93. The pretest result12.50% of the students got point 70 to up, the competence test cycle I was 34.37%and the improvement of the students showed in the last competence of the cycle II was 78.12%. Observation sheet, questionnaire and interview sheet supported that hangman game improved the students’ vocabulary mastery. It was showed by the students’ responses and attitude. They were looked well in each day. They became more active, serious and interested to learn vocabulary during the teaching learning process.

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Published

2024-02-16

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