THE EFFECTIVENESS OF USING GAMES TO IMPROVE STUDENTS VOCABULARY LEARNING AT SMP NEGERI 3 TONDANO
DOI:
https://doi.org/10.36582/jotell.v3i4.8628Keywords:
Effectiveness, Games, Vocabulary, ImprovingAbstract
This research focuses on the effectiveness of using games to increase student vocabulary learning at SMP Negeri 3 Tondano The research sample consisted of 44 students from classes VII A and VII B The research method used was quantitative using a True Experimental pre test and post test control group design The instruments used in this research were multiple choice tests Data were analyzed using the average score formula to see significant differences between pre test and post test scores The research results showed that there was a significant difference between the pretest and posttest scores The pre test results for the experimental class were 41 14 and the post test were 86 82 The difference in scores between the pre test and post test is 39 54 and the pre test result from the control class was 40 68 and the post test was 69 77 The difference in scores in the control class was 31 37 The research results showed that the average post test score in the experimental class was higher than the initial test and data analysis using N Gain Score shows that in the experimental class an average score of 77 6 was obtained including the effective category And in the control class not using puzzle games 53 52 were in the less effective category So providing learning treatment using games is effective in increasing students vocabulary learning < p>
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