DIGITAL HANGMAN GAME TO IMPROVE STUDENT’S VOCABULARY MASTERY IN TEACHING NARRATIVE TEXT

Zaqiyah Lailatul Farihah, Etika Rachmawati

Abstract


This study aims at investigating the use of digital hangman game to improve students’ vocabulary mastery in teaching narrative text at tenth grade at one of Islamic Senior High School in Padamulya Ciamis, Indonesia. The writers used convergent parallel mixed methods design as a method of the study because the convergent parallel mixed method is a form of mixed-method design in which the researcher converges quantitative and qualitative data in order to provide a comprehensive analysis. Experimental research was used in this study. Moreover, the data in this study were collected from several sources including achievement tests, questionnaires, and observation. The result showed that t-observe was 10.992 and t-critical at df=19 on level 0.05 with a two-tailed test was 2.093, which means that t-critical was less than t-observe and alternative hypotheses were accepted. Thus, the students generally pleased with the teaching narrative text by using the digital hangman game. Furthermore, almost the students gave their good responses to the implementation of the game. For further researchers, it gives broad opportunities in making this study more complete in the same field with a different interest such as how to teach narrative text through other strategies.Keywords: Hangman Game, Vocabulary, Narrative Text

Full Text:

PDF

References


Asrori, M, et al.(2013). Improving Vocabulary Mastery Through hangman game to elementary school student . Sebelas Maret University Surakarta

Burns, R. B. (1997). Introduction to research methods. Addison Wesley Longman.

Efendi, E . (2013). The use of games to improve vocabulary master. UNISMA, ISSN 2337-6384.Volume 1, No. 12.

Harmer, J. (2007). The practise of English language teaching. London: Longman.

Hatch, E & Brown, C. (1995).Vocabulary, semantic and language education. Cambridge: Cambridge University Press.

Hatch, E. and Lazaraton, A. (1999). The Research Manual Design and Statistics for Applied Linguistics. Massachusetts: Heinle Publisher.

Kartikawati, D. (2014). Improving the second semester students’ vocabulary mastery using hangman game at hutama abdi husada nursing academy Tulungagung in academic year 2011/2012.

Nurazizah, H., Friatin, LY., Sugiarto, BR. (2019). Whatsapp Voice Note in Speaking Class. Journal of English Education and Teaching 3 (3), 343-360.

Purbandari, P., Rachmawati, E., Febriani, RB. (2018). Male and Female Students’ attitudes Toward English Vocabulary Mastery In Learning Speaking (A Survey Study At one of Ma Islamic Boarding School in Tasikmalaya). JALL (Journal of Applied Linguistics and Literacy) 2 (2), 89-100.

Sofwan, A & Trihandayani, R. (2016). The effectiveness of using computer game “fast hands” to improve students’ vocabulary mastery for junior high school. English Department. Faculty of Languages and Arts. State University of Semarang. ISSN 2252-6706.

Sweetser, P & Wyeth, P. (2008). Game flow: A model for evaluating player enjoyment in games. Journal of ACM computers in entertainment, _120223075158, PDF

Uberman, A. (1998). The Use of Games for vocabulary presentation and revision. VOL 36 No 1.


Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.