Institusion
IAIN Surakarta
Author
Insan, Bara Rosada
Dr., Imroatus Solikhah, M.Pd
Subject
370 Education
Datestamp
2017-08-16 07:33:36
Abstract :
Keyword : Vocabulary Mastery, Anagram game, CAR
The objectives of this research are: (1) to describe the implementation of
student’s vocabulary mastery using anagram game, (2) to know the
improvementof student’s vocabulary mastery by the implementation ofanagram
game. This research was conducted at MTsN Karanganyar academic year
2015/2016. The subject was the students of class VII B consist of 40 students.
The method used in this study was Class Action Research (CAR). The
classroom action research design applied in this study was a collaborative
classroom action research means that the researcher worked collaboratively with
the English teacher in the class. The CAR (Classroom Action Research) was done
based on Kemmis and Mc Taggarts’ design, it content of two cycles in each cycle
consist of planning, acting, observing, and reflecting. The data were gathered
through qualitative and quantitative data. The qualitative data were gained by
analyzing the interview and observation result. Then, quantitative data were
obtained from the students’ vocabulary score of pre-test and post-test. These data
were compared and analyzed to get a conclusion as the result of this research.
Based on the result of this research showed that there was an improvement
on the students’ vocabulary mastery, it can be seen from the mean score of pre-
test were 55.45, the mean score of post-test 1 was 81.21, and the mean score of
post-test cycle 2 was 87.09. The finding of this research showed that the applying
anagram game significantly improved students’ ability in mastery of vocabulary.
The qualitative data show that the students were more interested and motivated on
vocabulary mastery through anagram game. It is suggested that teachers should
apply anagram game to improve students’ ability in vocabulary mastery.