The implementation of blindfold game media to improve students’ vocabulary mastery at MTS Nurul Huda Tanjung Pura
Andriyani, Rini · Repository UIN Sumatera Utara
Abstrak / Ringkasan
This research was conducted to know Blindfold Game Media can improve the students’ vocabulary mastery. The subjects of this research were eight grade students of MTs Nurul Huda Tanjung Pura. This research was conducted by using Classroom Action Research. This research was used pre-test and post-test data, interview sheet, observation sheet, and diary note data. The result of this research showed that there was improving of students’ vocabulary mastery. The mean of the pre test was 35.36, the mean of the first cycle was 58.57 and the mean of second cycle was 77.86, they showed that the mean in second cycle were better than the first cycle. The percentage of students who got point 75 up also grew up. In the pre-test, nobody of students who got point 75 up. In the post-test of cycle I, the students who got point 75 up there were 11 of students (26%). It means that there was an increasing about 26%. In the post-test of cycle II, students who got point 75 up were 37 students (88.09%) and the increasing was about 62.09%. For the total increasing of the students’ score from pre-test to post-test of cycle II was 88.09%. In other words, the students’ vocabulary mastery improved from the first meeting to the next one. For the hypothesis testing, it was used t-tes formula from the computation, it could be seen that coefficient of tobservation = 10.21 and ttable to df = 42 - 1 = 41, with fact level ? = 0.05. The coefficient of tobservation (10.21) > ttable (2.02). Thus, alternative hypothesis (Ha) stating that Blindfold Game Media could improve the students’ vocabulary mastery and could make the classroom activities alive and active.
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