THE EFFECTIVENESS OF USING SNAKE AND LADDER BOARD GAME ON STUDENTS’ SIMPLE PRESENT TENSE UNDERSTANDING: A CASE STUDY OF SMPN 2 SUMBER

BUDIYANTO, (2017) THE EFFECTIVENESS OF USING SNAKE AND LADDER BOARD GAME ON STUDENTS’ SIMPLE PRESENT TENSE UNDERSTANDING: A CASE STUDY OF SMPN 2 SUMBER. Bachelor thesis, IAIN Syekh Nurjati Cirebon.

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Abstract

BUDIYANTO: precise meaning. Unfortunately, it is not well-known by most of English language Learners especially at SMPN 2 Sumber. The students fell bored to learn grammar because its complex rules and some of teachers are less of use method to teach grammar. This problem makes the researcher gives method to try in the class to help grammar learning and teaching activity. Then, the researcher use snake and ladder board game as a learning approach on students’ tenses understanding, especially simple present tense. The aim of this research are to know before and after the use of snake and ladder board game on students’ simple present tense understanding and to know the effectiveness of snake and ladder board game on students’ simple present tense understanding after comparing the result before and after the use of its method at first grade students of SMPN 2 Sumber. The methodology of this research is pre-experimental research with one group pretestposttest design. The population in this research is all of first grade students of SMPN 2 Sumber. The sample of this research is the students of VII-G that consists of 40 students, 13 males and 27 females. The technique of collecting data is using t-test (pretest and posttest) and data analyzed by using the formula of research data analysis and SPSS 16 application. Based on the result finding of this research, there is effectiveness of using snake and ladder board game on students’ tenses understanding at first grade students of SMPN 2 Sumber. The achievement of students before the use of snake and ladder board game on students’ simple present tense understanding shows the students in poor level with the means of score 51. But, the achievement of students after the use of game shows the improvement result with the rank of students result is in enough level with the means of posttest that is 67.25. For further evidence, the researcher uses scientific calculation by using SPSS application. First, the value of significant column of t-count test by using SPSS application, and the result is 7,938 and t table is 2,024. The t count > t table shows the significant effectiveness using the game. Then, the value of correlation product moment “r” shows 0,582 that means there is positive and significant effectiveness. So, the hypothesis of the research is Ha is accepted and H0 is rejected. Key words: grammar, simple present tense, and snake and ladder board game.

Item Type: Thesis (Bachelor)
Subjects: Pendidikan > Pendidikan (Umum)
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > 3. Tadris Bahasa Inggris
Depositing User: tuti alawiyah alawiyah
Date Deposited: 28 Apr 2017 07:06
Last Modified: 28 Apr 2017 07:06
URI: http://repository.syekhnurjati.ac.id/id/eprint/2324

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