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RISKA SAPRINA DEWI, 2201405663
THE USE 0F ALPHABET GAME AS A
TECHNIQUE IN TEACHING ENGLISH
WORDS TO JUNIOR HIGH SCHOOL
STUDENTS (The Case Study of the
Year Seven SMPN 34 Semarang in
the Academic Year of 2009 / 2010)
Identitas Mahasiswa
- NAMA : RISKA SAPRINA DEWI
- NIM : 2201405663
- PRODI : Pendidikan Bahasa Inggris
- JURUSAN : BAHASA & SASTRA INGGRIS
- FAKULTAS : Bahasa dan Seni
- EMAIL : glossina pada domain yahoo.com
- PEMBIMBING 1 : Dr. Abdurrachman Faridi, M.Pd.
- PEMBIMBING 2 : Intan Permata Hapsari, S.Pd., M.Pd.
- TGL UJIAN : 2009-08-28
Judul
THE USE 0F ALPHABET GAME AS A
TECHNIQUE IN TEACHING ENGLISH
WORDS TO JUNIOR HIGH SCHOOL
STUDENTS (The Case Study of the Year
Seven SMPN 34 Semarang in the
Academic Year of 2009 / 2010)
Abstrak
This study dealt with the use of alphabet game as a technique in teaching
English words to junior high school students. The problem that is discussed in this
study is whether teaching English words (vocabulary) by using alphabet game is
effective or not for junior high school students. Therefore, the objective of the
study is to find out whether teaching English words (vocabulary) by using
alphabet game is effective or not for junior high school students.
The population of this study is the year seven students of SMP N 34
Semarang in the academic year of 2009/2010. The number of population is 270
students is divided into seven classes. In taking sample, the researcher used simple
random sampling. She chose 76 students from class VIIB as the experimental
group and class VIID as the control group.The treatments given to the groups were
different but the materials and topics were the same. The experimental group was
treated by using alphabet game. Meanwhile, the control group was taught by using
conventional strategy.
Before conducting the research, the instrument had been tried out first. The
purposes of conducting the try out was to find out the validity, reliability, item
difficulty, and discriminating power. The test consisted of three part in form of
multiple choices, filling the blank and matching the word.The research was
conducted by giving a pre-test to the students. After that, the treatments were
Kata Kunci
Alphabet Game, English Words, Year Seven Students of Junior
High School.
Referensi
2006. Kurikulum Tingkat Satuan Pendidikan, Bahasa Inggris SMP/MTs.
Departemen Pendidikan Nasional, Jakarta, Indonesia
Agoestyowati, Redjeki. 2007. 102 English Games. Jakarta: PT Gramedia Pustaka.
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Brand, M. 2004. Word-Savvy: Integrating Vocabulary, Spelling and Word Study,
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Terima Kasih
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