THE USE OF A COMPUTER GAME TO IMPROVE STUDENTS’ ABILITY IN MASTERING VOCABULARIES (A quasi experimental study on vocabulary mastery in one of junior high schools in Pamulihan, Sumedang)

Rahman, Aam Ali (2011) THE USE OF A COMPUTER GAME TO IMPROVE STUDENTS’ ABILITY IN MASTERING VOCABULARIES (A quasi experimental study on vocabulary mastery in one of junior high schools in Pamulihan, Sumedang). S2 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Common strategies for learning vocabularies such as flash card normally just shares the common childhood experience of having to “go look up the words in a dictionary, write the definition, and then write a sentence using the term”, but how much of that vocabulary remains unforgettable?. This condition arouses researchers’ interest to create the most effective strategies and techniques for teaching vocabulary. One of them employs computer as a media. This research dealt with the use of a computer game as vocabulary learning media. This is a quasi experimental study of the use of computer game to enhance secondary school students’ vocabulary mastery in one of junior high schools in Sumedang. This research was aimed to investigate the significant effect of playing computer game on the students’ vocabulary mastery and also their responses toward the game as vocabulary learning media. Theoretically, this research was conducted to give another additional method of vocabulary teaching to students. The research used comparative analysis using t-test calculation to compare the scores of experimental class and control class. Furthermore, it was supplied with students’ responses toward the game as a vocabulary learning tool and its application in the classroom activities. The result showed that t-observed is 2.179. It is significant with 5% error level for degree of freedom 30, since the value of t-critical is 2.042. So, the null-hypothesis was rejected positively. It means that after the treatment, both classes were different in term of vocabulary score statistically; experimental class tended to have better scores than control class. In addition, students believed that game can force them to learn implicitly. In sum, based on the result of the research, it was proven that to some extents computer game is effective to develop students’ ability in mastering vocabularies.

Item Type: Skripsi,Tesis,Disertasi (S2)
Additional Information: Nomor Panggil TBING RAH t-2011
Uncontrolled Keywords: Computer, Game, Vocabulary, CALL, Junior High School.
Subjects: L Education > L Education (General)
P Language and Literature > PE English
Divisions: Sekolah Pasca Sarjana > Pendidikan Bahasa Inggris S-2
Depositing User: Mr. Hada Hidayat
Date Deposited: 27 Jun 2014 02:01
Last Modified: 27 Jun 2014 02:01
URI: http://repository.upi.edu/id/eprint/10014

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