THE EFFECT OF TWIST GAME USAGE FOR STUDENTS’ VOCABULARY MASTERY AT TENTH GRADE STUDENTS OF SMA NEGERI 1 SIBORONGBORONG IN ACADEMIC YEAR 2021/2022

Authors

  • Isak P. D. Haloho University of Sisingamangaraja XII Tapanuli
  • Novita Hutabarat University of Sisingamangaraja XII Tapanuli
  • Rotua Hutasoit University of Sisingamangaraja XII Tapanuli

Keywords:

effect, vocabulary mastery, twist game

Abstract

The purpose of this research is to find the effect of twist game usage for improving students’ vocabulary mastery. Text Twist Game is a scrambling game, in which we have to arrange words from three to six or seven letter in order to be able to create English word. The sample of this research was class X IPA 1 and X IPA 2 of SMA Negeri 1 Siborongborong, consisted of 36 students for each class. This research was conducted by using experimental research design. The data was taken from test (pre-test and post-test). The result shows that the post-test result was higher than pre-test result in experimental class, while in control class the mean score did not having a significant increasing score. The lowest score in pre-test was 60 and the highest score was 95 with the mean 78.47, while in post-test, the lowest score was 65 and the highest score was 100 with the mean 89,33. From the result of the test, it can be concluded that using of Text Twist game can improve students’ vocabulary mastery. The researcher analyzed the data quantitatively by using inferential statistics SPSS 21.The students’ result of the mean score in the pretest of pre-experimental was lowest than themean score in the posttest (78.47<89.33). The researcher found that the p Value was 0.00 andthe alpha was 0.05, therefore p<α (0.00<0.05). The researcher concluded that null hypothesis(H0) was rejected and alternative was hypothesis (Ha) was accepted. It means that text twistgame canimprovethe students’vocabulary.

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Published

2024-02-17

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