Please use this identifier to cite or link to this item: http://repository.umsu.ac.id/handle/123456789/3111
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dc.contributor.authorBambang Sarwedi, Hasugian-
dc.date.accessioned2020-06-09T02:17:50Z-
dc.date.available2020-06-09T02:17:50Z-
dc.date.issued2019-10-10-
dc.identifier.urihttp://repository.umsu.ac.id/handle/123456789/3111-
dc.description.abstractThe objective of this research to find out the effect of applying board game on the students’ achievement in vocabulary. The population of this study are the first year class in junior high school (class VII) at SMP APIPSU MEDAN. The class total were 60 students. The sample are devided into two groups, the first group is experimental group by applying “Board Game” that concidered of 30 and the second groups is control group taught by applying conventional method that considered of 30 students. The data were acquired by administrating a multiple choice especially description pet animal. The data collected were analyzed performing experimental method. After the analyzing, the result of the students’ applying probing prompting method is higher than those being taught without applying conventional method. The result of the data is thit > ttable or 3.52 > 2.05 = 5%. It means hat the alternative hypotesis is accepted and the null hypothesis rejected. From the determining the percentage of the effect of X variable toward Y variable in probing prompting method was 78% and 22% was influence by another factor.en_US
dc.subjectboard gameen_US
dc.subjectStudents’ achievementen_US
dc.subjectVocabularyen_US
dc.titleThe Effect of Applying Board Game on the Students’ achievement in Vocabulary Thesis English Education Programen_US
dc.typeThesisen_US
Appears in Collections:English Language Education

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