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THE EFFECTIVENESS OF USING “NEED FOR SPEED” GAME TO IMPROVE STUDENTS’ ENGINEERING VOCABULARY AT THE ELEVENTH GRADE STUDENTS OF SMK N 1 WADASLINTANG IN THE ACADEMIC YEAR 2013/2014

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dc.contributor.author Safitri, Yuniar Ika
dc.date.accessioned 2018-02-20T09:17:21Z
dc.date.available 2018-02-20T09:17:21Z
dc.date.issued 2014
dc.identifier.uri http://repository.umpwr.ac.id:8080/handle/123456789/3359
dc.description.abstract In Indonesia, English is not consiodered as a second language, but English is foreign language. English also called as the target language that has to be taught in school. One technique to used by the teacher to improve the students‟ abilty is a Game, especially in their Vocabulary.The puprose of this research is to know wheter teaching English using “Need for Speed” as media is effective or not to improve students‟ engineering vocabulary at the eleventh grade students of SMK N 1 Wadaslintang in the academic year 2013/2014. This research was conducted at SMK N 1 Wadaslintang in April until May 2014. This research is called experimental research. The population of the study, consist of 160 students of eleventh grade students of SMK N 1 Wadaslintang in the Academic Year 2013/2014. In this research, the researcher took 51 students as a sample. As the control group, the researcher used class XI TKR 1, consist of 25 students. Meanwhile, as the experimental group, the researcher took 26 students of class XI TKR 2. Then, the researcher gave pre-test and post-test to both of class. The researcher taught vocabulary using „Need for Speed‟ game to experimental group and without using „Need for Speed‟ game to the control group. The researcher then statistically analyzed the data. The method of research is quantitative research. The research calculation both manually and by using SPSS 17.0. The result of t-value is 8.215. Based on the 0.05 or (5%)significant level and degree of freedom 72 on the t-table is 2.008. It shows that the t-value is higher than t-table (8.215>2.008). Another fact shows that the mean score of experimental group is higher the mean score of the control group (90.32>78.88). Therefore, the hypothesis is accepted. It means that the use of „Need for Speed‟ game is effective in improving students‟ engineering vocabulary at the eleventh grade students of SMK N 1 Wadaslintang in the academic year 2013/2014. Based on the result of the research finding, the researcher concludes that a “Need for Speed” game is effective to improve students‟ engineering vocabulary. en_US
dc.publisher Bahasa Inggris-FKIP en_US
dc.subject Effectiveness, Need for Speed, Improve, Engineering, Vocabulary en_US
dc.title THE EFFECTIVENESS OF USING “NEED FOR SPEED” GAME TO IMPROVE STUDENTS’ ENGINEERING VOCABULARY AT THE ELEVENTH GRADE STUDENTS OF SMK N 1 WADASLINTANG IN THE ACADEMIC YEAR 2013/2014 en_US
dc.type Thesis en_US


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