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IMPROVING YOUNG LEARNERS’ VOCABULARY SKILLS BY USING GUESSING GAMES STRATEGY

Ching, Natasya Malindo Putri (2023) IMPROVING YOUNG LEARNERS’ VOCABULARY SKILLS BY USING GUESSING GAMES STRATEGY. Undergraduate thesis, Universitas Muhammadiyah Jember.

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Abstract

Ching, Natasya Malindo Putri. 2023 Improving Young Learners’ Vocabulary Skills by Using Busy Book Media with Guessing Games Strategy. Thesis. English Language Education Program, Faculty of Teacher Training and Education, Universitas Muhammadiyah Jember. Advisors: (1) Anita Fatimatul Laeli, M.Pd., MCE (2) Kristi Nuraini, M.Pd.
Keywords: Vocabulary, Busybook, Guessing Games
Vocabulary is the most important aspect that students must master when they learn English. However, many students find vocabulary as one of the problems they face when they want to learn English. Therefore, it is important to conduct research entitled "Improving Young Learners' Vocabulary Skills by Using Busy book Media with Guessing Games Strategy".
In this study, the problem is "How can Busybook with Guessing Games improve the vocabulary mastery of grade 3 students at SD Negeri 1 Wringinpitu for the 2022/2023 academic year?" and the purpose of this study referring to the research problem is to find out how Busybook with Guessing Games can improve Mastery of vocabulary. Based on research problems and relevant theories, hypotheses this study is "Busybook with Guessing Games can increase the vocabulary of grade 3 students in SD Negeri 1 Wringinpitu Academic Year 2022/2023". The design of this research is PTK (Classroom Action Research). Subject research is class III which consists of 16 students. Data collection is done by observation and tests. To analyze the students' vocabulary score data percentage formula is used.
All students are active in teaching and learning activities, and they no't feel bored because they can study with the busy book. This causes the results of the second cycle to reach the success criteria. Busybook with Guessing Games improves students' vocabulary mastery in two cycles from the percentage of students who scored (P = 62.5%) in Cycle 1 to (P = 100%) in Cycle 2.
Based on the results of the study it can be concluded that Busy Book with Guessing Games can improve the vocabulary mastery of grade 3 students at SDN 1 Wringinpitu in the 2022/2023 academic year.

Informasi Item

Item Type Thesis (Undergraduate)
Keywords/Kata Kunci Vocabulary, Busybook, Guessing Games
Subjects 400 Language > 407 Education, Research & Related Topics
Divisions Faculty of Teaching and Education Science > Department of English Literature Education (S1)
Date Deposited 31 Jul 2023 06:13
Last Modified 31 Jul 2023 06:13
URI https://repository.unmuhjember.ac.id/id/eprint/18578

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