THE EFFECTIVENESS OF USING HANGMAN GAME TO STRENGTHEN YOUNG LEARNERS"™ VOCABULARY

Authors

  • Munikasari Munikasari Universitas Tanjungpura
  • Sudarsono Sudarsono
  • Dwi Riyanti

DOI:

https://doi.org/10.26418/jeep.v2i1.43328

Abstract

This research was conducted to find out the evidence of Hangman game in strengthening young learners vocabulary to the Year-7 students of SMP Negeri 4 Teluk Keramat-Sambas in Academic Year 2019/2020. This research was a pre-experimental research with one group pre-test and post-test design. The population of this research was all of Year-7 students with the total number of students were 114 students. The cluster random sampling was taken in this research as the technique of sampling, the participants consisted of 26 students. Referring to the research findings, it revealed that the technique could make students vocabulary increased significantly. It can be seen when the students learn vocabulary. Their attention and involvement indicated that the technique gave positive effect on students vocabulary mastery. They already understood the meaning and how to spell words correctly through Hangman game. The result of the research showed that Hangman game was effective to increase students vocabulary achievement. It was proven by the result of t-test computation is higher than t-critical value (9.24>2.060). This means that the Null Hypothesis (H0) which is the implementation of Hangman game does not affect the young learners vocabulary significantly was rejected, while the Alternative Hypothesis which is the implementation of Hangman game affect the young learners vocabulary significantly was accepted. The score of effect size was 1.8 and qualified as strong effect. To conclude, Hangman game enabled the students to recollect vocabulary easily and generate the students motivation in learning process. Thus, the writer suggested this technique to be implemented in teaching vocabulary.

References

Ary, D., Jacob, L., Sorensen, C., & Razavieh, A. (2010). Introduction to research in education. Belmon: Nelson Education.

Blerkom, M. (2009). Measurement and statistic for proposal. New York: Routledge.

Brown, H. D. (2004). Language and Assessment Principles and Classroom Practices. New York: Longman.

Evi, A. (2017). Teaching Vocabulary By Using Hangman Game to Eighth Grade Students SMP DDI SSA Pontianak. Pontianak: Unpublished Thesis.

Frankel, J. &. (2008). How to Design and Evaluate Research in Education. New York: McGraw-Hill Companies, Inc.

Gronlud, N. E. (1997). Measurement and Evaluation in Teaching. New York: Macmillan.

Hadvield, J. (1984). Elementary Communication Game, A Collection of Game and Activities for Elementary Students of English. Hongkong: Nelson.

Harmer, J.(2008). The Practice of English Language Teaching. Cambridge: Longman.

Hidayat, E. W. (2015). Increasing Vocabulary Mastery of the Seventh Grade Students Through Hangman Game. Unpublished Thesis. Palu: Universitas Tadulako.

Novriana, A. (2016). Improving Vocabulary Mastery Through Hangman Game to Elementary School Students. Surakarta: Universitas Sebelas Maret.

Wiratania. (2018). The Effect of Using Hangman Game to Improve Students Vocabulary Mastery at Eight Grade of SMP 1 Semen in Academic Year 2017/2018 . Simki-Pedagogia , 3.

Downloads

Published

2021-01-25

Issue

Section

Articles