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Sevo Game To Improve The Students’ Vocabulary Mastery At The Fourth Grade Of Sd Negeri 1 Sukoharjo Bandung

Prosiding Seminas

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Title Sevo Game To Improve The Students’ Vocabulary Mastery At The Fourth Grade Of Sd Negeri 1 Sukoharjo Bandung
 
Creator hadi, cholichul
 
Description ABSTRAK Kosakata adalah elemen penting dalam pembelajaran bahasa.Di kelas empat SD Negeri 1 Sukoharjo memiliki masalah serius dalam kosakata menguasai. Ini menunjukkan bahwa siswa tidak memperhatikan penjelasan guru. Jadi, pada 55% rata-rata siswa mendapatkan skor di bawah kriteria keberhasilan (65 0-100 skala). Untuk mengatasi masalah ini, peneliti menawarkan permainan sevo. Pendekatan penelitian kuantitatif dan kualitatif. Desain penelitian ini adalah penelitian tindakan kelas. Subyek adalah 18 siswa. Prosedur penelitian studi pendahuluan dan penelitian tindakan diimplementasikan dalam bentuk siklus. Instrumen penelitian terdiri dari panduan observasi dalam proses belajar, tes, kuesioner, dan catatan lapangan. Hasil dari mereka adalah sumber data penelitian. Hasil penelitian menunjukkan 8 siswa (44%) lulus uji pada studi awal, 11 siswa (61%) lulus tes pada siklus pertama, dan pada siklus terakhir 17 siswa (94%) lulus ujian. Berdasarkan perbandingan, dapat disimpulkan bahwa sevo permainan dapat digunakan untuk meningkatkan penguasaan kosakata siswa. Berdasarkan hasil ditemukan, penulis menyarankan kepada guru dan siswa untuk menggunakan permainan dalam pengajaran kosa kata sevo belajar. Kata kunci: meningkatkan, penguasaan kosakata, sevo game. ABSTRACT Vocabulary is a vital element in language learning.At the fourth grade of SD Negeri 1 Sukoharjo has serious problem in mastering vocabulary. It shows that the students do not pay attention to the teacher explanation. Thus, on the average 55 % of the students get score under the criteria of success (65 from 0 – 100 scale). To solve this problem, the researcher offers sevo game. The research approaches are quantitative and qualitative. The design of this research is classroom action research. The subjects are 18 students. The research procedures are preliminary study and research action implemented in the form of cycles. Research instruments consist of observation guide in learning process, test, questionnaire, and field notes. The results of them are the data sources of the research. The result of the study shows 8 students (44%) passed the test on the preliminary study, 11 students (61%) passed the test on the first cycle, and on the last cycle 17 students (94%) passed the test. Based on the comparison, it is concluded that sevo game can be used to improve the students’ vocabulary mastery. Based on the result found, the writer suggests to the teacher and the students to use sevo game in teaching learning vocabulary. Keywords: improve, vocabulary mastery, sevo game.
 
Publisher Unipdu Jombang
 
Contributor
 
Date 2012-03-09
 
Type info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Artikel Peer-review
 
Format application/pdf
 
Identifier https://journal.unipdu.ac.id/index.php/seminas/article/view/21
 
Source Prosiding Seminas Competitive Advantage; Vol 1, No 1 (2011): Seminas Competitive Advantage I
Prosiding Seminas; Vol 1, No 1 (2011): Seminas Competitive Advantage I
 
Language eng
 
Relation https://journal.unipdu.ac.id/index.php/seminas/article/view/21/22