APPLYING BLINDFOLD GAME TO INCREASE THE STUDENTS’ VOCABULARY AT SMK PARIWISATA (TOURISM VOCATIONAL SCHOOL)

HANDAYAN, FITRI (2019) APPLYING BLINDFOLD GAME TO INCREASE THE STUDENTS’ VOCABULARY AT SMK PARIWISATA (TOURISM VOCATIONAL SCHOOL). Diploma thesis, Universitas Hamzanwadi.

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Abstract

ABSTRACT This study aimed at knowing the effectiveness of Blindfold game in the students’ vocabulary of the tenth grade of SMK Pariwisata NW Janapria in the school year 2019-2020. The design of this research was pre-experimental design. The population of the study was the tenth grade. The sample of the study was 20 students from SMK Pariwisata NW Janapria in X Pariwisata class. It taken through classer random sampling. Multiple choices was the instrument used in collecting the data. The data were analyzed by using descriptive statistic and paired sample t-test to test the hypothesis. It was performed using SPSS 22 for windows. The result shows that the mean score of pre-test was 38.25 and the mean score of post-test was 77.25. Additionally, the hypothesis testing using paired sample t-test resulted significance (2-tailed) value level .000. It was lower than .05. It means that that blindfold game was significantly effective in teaching vocabulary. It is suggested that teachers teach vocabulary using blindfold game. It is suitable as an alternative technique in teaching and learning process. Key words: Blindfold games, and Vocabulary

Item Type: Thesis (Diploma)
Subjects: Bahasa dan Sastra > English > Edicational Project and Innovations
Divisions: Fakultas Bahasa, Seni, dan Humaniora > Pendidikan Bahasa Inggris
Depositing User: SIP M Kasyful Qomari
Date Deposited: 12 Dec 2020 05:19
Last Modified: 12 Dec 2020 05:19
URI: http://eprints.hamzanwadi.ac.id/id/eprint/3076

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