THE EFFECT OF JOYFUL LEARNING USING SNAKE AND LADDER GAME ON STUDENTS’ VOCABULARY MASTERY OF GRADE FOUR AT SDN KALIPANG 1

Nuridayanti, Siti (2024) THE EFFECT OF JOYFUL LEARNING USING SNAKE AND LADDER GAME ON STUDENTS’ VOCABULARY MASTERY OF GRADE FOUR AT SDN KALIPANG 1. Undergraduate thesis, Universitas Nusantara PGRI Kediri.

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Abstract

This research aims to examine if using snake and ladder game as vocabuary learning media can increase students’ vocabulary mastery. This study encounters the reality on the ground that some problems dealing with vocabulary learning in elementary school are still found. The weakness of students’ vocabulary mastery is caused by teacher-centered-learning, inappropriate learning strategy, students’ boredom, and difficulties in understanding meaning and spelling. Therefore, the purpose of this study is to find out whether the use of snake and ladder game can increase students’ vocabulary mastery. This research is based on the belief that snake and ladder is appropriate media to increase children’s vocabulary mastery. This game can be designed according to the materials and enables students to be more interested in learning through the activities of this game based on the game rules. This facilitates students to involve actively in learning and pay attention to the materials. Therefore, they can understand the materials easier. This research uses quantitative approach with pre-experimental methods in the form of one-group pretest-posttest designs. Data obtained is score of pre-test and post-test. The population is grade four at SDN Kalipang 1 and the sample is all of the population, 17 students. Furthermore, the data analysis uses descriptive statistical analysis, and the hypothesis testing uses T-test. The findings of this research indicate that snake and ladder has positive effect on students’ vocabulary mastery. Based on results of data analysis and hypothesis testing, the pre-test mean is 50,29, post-test is 67,59, and sig. of T-test shows 0,000 which is less 5%. Due to that, H0 is rejected. It means that student’s vocabulary mastery increases and there is significant effect on student’s vocabulary mastery after being taught using snake and ladder game. By utilizing this snake and ladder game, the students can understand easily meaning and spelling of vocabulary given. Besides, students’ enthusiast and involvement in learning also significantly increase. The students who were initially bored become more focus and active involved in learning activity through playing this game. The conclusion of this research is that the snake and ladder game can be appropriate media to teach vocabulary in elementary level. It is recommended that the teacher should use snake and ladder game as the insight in choosing media to increase vocabulary, the students should pay attention to the game rules, and the future researchers can develop the similar study about the use of this game to teach vocabulary either in others levels of school and can use this research as the reference of the future studies.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Joyful Learning, Snake and Ladder Game, Vocabulary
Subjects: 500 Linguistics > 520 Linguistics
500 Linguistics > 521 Linguistics
500 Linguistics > 523 General literature science
500 Linguistics > 531 English literature (and language)
710 Education science > 740 Language and literature education science
710 Education science > 742 English language and literature education
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > S1-Pendidikan Bahasa Inggris
Depositing User: Siti Nuridayanti
Last Modified: 26 Aug 2024 07:00
URI: http://repository.unpkediri.ac.id/id/eprint/17185

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