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IMPROVING THE STUDENTS’ VOCABULARY BY USING SHIRITORI GAME (A CLASSROOM ACTION RESEARCH IN CLASS 7C SMP MA’ARIF NU 2 AJIBARANG IN THE ACADEMIC YEAR 2019/2020)
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Institusion
Universitas Peradaban
Author
RAHAYU, Yunita Dwi
Subject
401 Leksikologi, Terminologi Bahasa, Kosa Kata/Vocabulary, Semiotik, Semantik, discourse analysis/analisis wacana 
Datestamp
2022-08-15 06:11:12 
Abstract :
The aim of the research was to improve the students? vocabulary by using Shiritori game. The research was carried out on class 7C of SMP Ma?arif NU 2 Ajibarang in the Academic Year 2019/2020. The subject of this research consisted of 24 students at class 7C. The researcher used Classroom Action Research which is conducted to solve the students? problem in English vocabulary. The Classroom Action Research was done based on Kemmis and Mc. Taggart?s concept. The writer did two cycles in which each cycles consists of planning, action, observation and reflection. In collecting the data, the researcher used pre-test and posttest written exercise, observation, questionnaire, and documentation. Shiritori game was able to improve the students? vocabulary in class 7C; it could be seen from the result of test and questionnaire. Students? vocabulary was improved. The average of the students? pre-test was 60, 20 and the average of students posttest was 70. The result showed the improvement of the students? vocabulary. The average passed the KKM of English score that is 60. The questionnaire result showed that most of students liked to study the vocabulary and this condition can make their vocabulary improved. The result of pre-test and post test, observation, questionnaire and documentation showed that using Shiritori game students? vocabulary can be improved. Based on the findings of this research, the writer suggests that the English Teacher could implement Shiritori game in teaching vocabulary or teaching another skill of English in order to improve the teaching and learning process. 
Institution Info

Universitas Peradaban