Skripsi
THE EFFECT OF SNAKE PATH GAME IN TEACHING VOCABULARY TO YOUNG LEARNERS (An Experimental Study to The Fifth of SD Negeri Dukuhbadag o1 in the Academic Year of 2012-2013
Keyword: Snake Path GameMedia, English VocabularyAchievement.
Teaching English in Elementary School is not an easy work. There are many things should be considered by English teachers. In fact, the students of Elementary School still get difficulties in learning English, and of course, it becomes the problem to be solved. Therefore, the English teachers need a suitable learning model to make the English teaching and learning process more effective and interesting. Snake Path Game Mediais one of the learning models, which is able to be implicated by the teachers in teaching English. This learning model will accommodate an easy way for the students in learning English and it is expected can make learners feel fun in their study.
The objective of this research is to find outThe use of Snake Path Game in teaching Vocabulary to young learners of elementary school (An Experimental Study of Fifth Grade Students of SD Negeri Dukuhbadag 01 Ketanggungan in Academic Year of 2013/2014). Population of this research is the fifth grade students of SDN Tegalandong 02 is 55 students, but the writer just got 50 students in this research. The writer chooses75 students to be the sample of the research by using random sampling technique. The sample consists of 2 groups. The first group is the students who are taught by Snake Path Game Media and the second group is the students who are not taught by using Snake Path Game Media. There are 25 students are triedout to test the instrument and 50 students are for the sample of the research.
The writer uses vocabulary test as the instrument of the research. The test needs 1 x 60 minutes to do. The type of the test is multiple choices with 4 options A, B, C, D. To know the reliability and validity of the instrument, the writer had tried it to 25 students who have the same competence with the research samples.
This research is aimed to introduce and apply the Snake Path Game Media learning model to the fifth grade students of Elementary School, and also to improve the students’ English achievement. The students’ English achievement determines for the completeness of students individually or classically. To reach those aims, especially the aim of improving the students’ English achievement, the writer give final evaluation by using test of multiple choice test in the end of meeting. Then the result of the test is analyzed and concluded to know the students’ English achievement between experimental and control group.
The research data is gained from the English test that has been given to research samples during second semester. Validity of the research is computed by using r-table. The writer found that r-table with N=25 and the level of significance 5%, is 0,396, so r-test is higher than the r-table (0,488 > 0,396).It can be said that the test is valid. Data analysis is computed by using t-test formula. Based on the computation of data analysis, t-ratio is 2,708. On the level of significance 5%, it is found that t-table is 2,010. It means that t-ratio is higher than t-table (2,708 > 2,010). So, it could be concluded that the use of Snake Path Game Media gives positive effect towards the students vocabulary achievement of the fifth grade student of Elementary School in SD Negeri Dukuhbadag 01 in the academic year of 2013/2014.
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