NURBAYA, ANGGITA SAYLA IMPROVING THE STUDENT’S VOCABULARY BY USING INTERACTIVE PUZZLE GAME. Study program of English Language Education, University Hamzanwadi Selong. (Submitted)
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ANGGITA SAYLA NURBAYA _compressed.pdf - Submitted Version Restricted to Registered users only Download (229kB) |
Abstract
This research aimed at finding the effectiveness of puzzle game when teaching vocabulary and to know the improvement of students’ vocabulary after using puzzle game for the eight graders at MTS NW Suradadi in the school year 2023. The design of this research was a pre-experimental research with pre-test and post-test design. The sample was taken by cluster sampling technique as a type of probably sampling. The sample was one class consisted of 22 students. The instrument was an objective test. The present researcher used descriptive statistics and paired sample t-test to know wether the alternative hypothesis was accepted or not. Based on the data gained, the present researcher found that the mean score of post-test (82.91) was higher than score of pre-test (54.55), it mean that there was a significant difference in the mean score between pre-test and post-test, t(df=21) = -12.1 at p=0.00 that was lower than 0.05. It mean that the alternative hypothesis was accepted. It can be described that Puzzle game was significantly effective in improving students’ vocabulary for the eight graders students at MTS NW Suradadi in the school year 2023. Keywords: Puzzle Game, Vocabulary mastery
| Item Type: | Article |
|---|---|
| Subjects: | Bahasa dan Sastra > English > Edicational Project and Innovations |
| Divisions: | Fakultas Bahasa, Seni, dan Humaniora > Pendidikan Bahasa Inggris |
| Depositing User: | Mrs Zurriyatun Thayyibah |
| Date Deposited: | 10 Mar 2026 02:44 |
| Last Modified: | 10 Mar 2026 02:44 |
| URI: | http://eprints.hamzanwadi.ac.id/id/eprint/6056 |
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