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Skripsi

Developing \'Guessing Vocabulary\' learning package to enrich vocabulary of Junior High School students / Annisa Lutfiyanda

Lutfiyanda, Annisa - Nama Orang;

Abstrak
ABSTRACT Lutfiyanda Annisa. 2017. Developing Guessing Vocabulary Board Game to Enrich Vocabulary of Junior High School. Thesis English Department Faculty of Letters Universias Negeri Malang. Advisor (I) Dr. Furaidah M.A. (II) Drs. Andi Muhtar M.A. Key words Snake-ladder board game Guessing Vocabulary learning package vocabulary The study was conducted to develop Guessing Vocabulary learning package as a medium to teach vocabulary for 7th grade of junior high school. The aim of this study is to make students interested in learning vocabulary. It also helps them in memorizing new words. The material in the learning package was chosen from 7th graders syllabus covering the vocabulary of things found in the house. This study used research and development design. It consisted of seven stages. They are (1) need analysis (2) product development (3) expert validation (4) product revision (5) product try-out (6) final product revision (7) final product. The research instruments which were used to collect data were a field note an interview guide for the teacher and student questionnaires. The data collected were used as guide to develop the product of vocabulary learning package and to find out whether the product was already good or not. The learning package consisted of two learning books a snake-ladder board game challenge cards an answer key a dice tokens stars direction sheet and teachers guide. The product was validated by an expert in media development and an English teacher. The product was validated using validation sheets. Based on the data collected from validation sheets the researcher needed to revise the product because there were some language mistakes in the challenge cards and in exercises books. The revised product was tried-out in 7F class on MTSn 1 Malang. To collect the data in the try-out process the instruments used were field note student questionnaires and teacher questionnaire. Based on the try-out process the Guessing Vocabulary learning package didn t need to be revised because it could fulfill the students need for enrichment. The final product of the Guessing Vocabulary learning package had several strengths which could help students learn vocabulary more easily. First the pictures used in the product were colorful and interesting. Second the language used was communicative. Third the medium gave the students enough opportunities to use the new words in order to help them remember the new words. Fourth the package created competitive atmosphere that motivated students to study by playing with their friends. The last strength the snake-ladder board game in Guessing Vocabulary learning package can be used for various topics. The teacher just needs to provide learning material and challenge cards for the new topic.


Informasi Detail
DDC
Rs 428.10078 LUT d
Prodi
Universitas Negeri Malang. Program Studi Bahasa dan Sastra Inggris, 2017.
Deskripsi Fisik
xiv, 103 lembar : il. , tab. ; 30 cm
Bahasa
No Reg
06415/KI/17
Edisi
Skripsi (Sarjana)--Universitas Negeri Malang. 2017
Subjek
1. BAHASA INGGRIS - KOSAKATA - MEDIA PEMBELAJARAN
2. ENGLISH LANGUAGE - VOCABULARY - STUDY AND TEACHING

Pembimbing
1. Furaidah ; 2. Andi Muhtar
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