6,397 research outputs found

    The Effectiveness of Using Crossword Puzzle to Teach Vocabulary (An Experimental Study on the Seventh Grade Students of Mts N Bendosari in Academic Year 2016/2017)

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    Nisafian Romadhoni. 2017. The Effectiveness of Using Crossword Puzzle to Teach Vocabulary (An Experimental Study on the Seventh Grade Students of Mts N Bendosari in Academic Year 2016/2017). Thesis. English Department Program, Islamic Education and Teacher Training Faculty. Advisors : Dr. Yusti Arini, M. Pd Key words : Vocabulary, Crossword Puzzle. The purpose of this study is to know the effectiveness of using Crossword Puzzle to teach vocabulary on the Seventh Grade Students of MTs N Bendosari in Academic Year 2016/2017. It is obtain the empirical evidence whether or not Crossword Puzzle media to teach vocabulary. The method used in this research is quasi experimental method by using t-test, to find out the significant difference between Word Card and Crossword Puzzle through the score posttest. The result of analysis in the research showed that teaching vocabulary by using Crossword Puzzle adequate success. The research finding shows that there were significant differences of the students’ vocabulary after taught by using two different media, Crossword Puzzle (Experiment group) and Word Card (Control group). The mean score posttest taught by using Crossword Puzzle is 82.5 while the mean score posttest taught by using Word Card media is 70.3 It means that the mean score posttest of students by using Crossword Puzzle is higher than score posttest taught by using Word Card. In the t-test result, significant is 2.024) indicate that Ho is rejected and Ha is accepted. It means that there is significant differences between student’s taught by using Crossword Puzzle and the students are taught by using Word Card. It means that Crossword Puzzle can be used as an alternative media to teach vocabulary based on the result of gained posttest and t-test the students’ achievement on the Seventh Grade Students of MTs N Bendosari in Academic Year 2016/2017. 2 ABSTRACT Nisafian Romadhoni. 2017. The Effectiveness of Using Crossword Puzzle to Teach Vocabulary (An Experimental Study on the Seventh Grade Students of Mts N Bendosari in Academic Year 2016/2017). Thesis. English Department Program, Islamic Education and Teacher Training Faculty. Advisors : Dr. Yusti Arini, M. Pd Key words : Vocabulary, Crossword Puzzle. Penelitian ini bertujuan untuk mengetahui keefektifan menggunakan Crossword Puzzle untuk mengajarkan kosakata pada siswa kelas VII Mts N Bendosari tahun ajaran 2016/2017. Penelitian ini akan membuktikan iya atau tidak nya Crossword Puzzle adalah media yang efektif untuk mengajarkan kosakata. Metode yang digunakan dalam penelitian ini adalah quasi eksperimental dengan menggunakan uji T atau T-test, untuk menemukan perbedaan yang signifikan antara Wod Card dan Crossword Puzzle melalui hasil nilai posttest. Hasil dari analysis penelitian ini menunjukkan bahwa pembelajaran kosakata menggunakan Crossword Puzzle cukup berhasil. Penelitian ini menunujukkan adanya perbedaan yang signifikan antara kemampuan kosakata siswa setelah menggunakan dua media yakni, Crossword Puzzle untuk grup eksperimental dan Word Card untuk grup Kontrol . Nilai rata-rata siswa setelah menggunakan Crossword Puzzle adalah 82.5 sedangkan nilai rata-rata siswa setelah menggunakan Word Card adalah 70.3. Hal itu menunjukkan bahwa rata-rata nilai siswa setelah menggunakan Crossword Puzzle lebih besar daripada menggunakan Word Card. Dari hasil uji T atau T-test nilai signifikan 2.024) menunjukkan bahwa Ho ditolak dan Ha diterima. Itu berarti bahwa ada perbedaan signifikan antara siswa menggunakan Crossword Puzzle dan siswa yang menggunakan Word Card. Dari hasil posstest dan T-test menunjukkan bahwa Crossword Puzzle dapat digunakan sebagai media alternatif untuk mengajarkan kosakata bagi siswa kelas VII Mts N Bendosari tahun ajaran 2016/207

    The effect of object crossword puzzle towards students’ motivation and students’ vocabulary mastery at MTsN-2 Palangka Raya

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    The aim of this research was to find out the The Effect of Object Crossword Puzzle Towards Students’ Motivation and Students’ Vocabulary Mastery at MTsN-2 Palangka Raya. This research used quantitative method to collect the data. The population of this research was the MTsN-2 Palangka Raya. The sample of this research was VII grade students of MTsN-2 Palangka Raya on the academic year 2019/2020. They were VII-B as the experiment class and VII-C as the control class. The were 63 students, constisting 34 female and 29 male students. For sampling technique, the researcher used quasi-experimental. In getting data, the researcher used test that devided into pre-test and post-test. There were two instruments to collect data. They were multiple choice and questionnaires. At the end of the post-test the researcher given questionnaire to the students especially in experiment class. It was aimed to know improvement of Object Crossword Puzzle towards students’ vocabulary mastery and students’ motivation. The students became more active and enthusiastic in learning vocabulary by using object crossword puzzle; it was proved by the result of the study. The result of this study showed, the students’ pre-test mean score in experiment class was 56.00 and the post-test mean score was 70.00. In contrary, the students’ pre-test mean score in control class was 56.00 and the post-test mean score was 56.56 and the final result of students’ motivation was 76 and the classification Agree. The result of statistical hypothesis test found that on significant level 5% tobservation was 3.77 while ttable wit df 61 was 2.00 or tobservation > ttable. In conclusion, object crossword puzzle are effective way and quite ABSTRAK Tujuan dari penelitian ini adalah untuk mengetahui Pengaruh Objek Teka-teki Silang Terhadap Motivasi Siswa dan Penguasaan Kosakata Siswa di MTsN-2 Palangka Raya. Penelitian ini menggunakan metode kuantitatif untuk mengumpulkan data. Populasi penelitian ini adalah MTsN-2 Palangka Raya. Sampel penelitian ini adalah siswa kelas VII MTsN-2 Palangka Raya pada tahun akademik 2019/2020. Mereka adalah VII-B sebagai kelas eksperimen dan VII-C sebagai kelas kontrol. Ada 63 siswa, yang terdiri dari 34 siswa perempuan dan 29 siswa laki-laki. Untuk teknik pengambilan sampel, peneliti menggunakan metode quasi-eksperimen. Dalam mendapatkan data, peneliti menggunakan tes yang dibagi menjadi pre-test dan post-test. Ada dua instrumen untuk mengumpulkan data, pilihan ganda dan kuesioner. Pada akhir post-test, peneliti memberikan kuesioner kepada siswa terutama di kelas eksperimen. Hal ini bertujuan untuk mengetahui peningkatan Objek Teka-teki Silang terhadap penguasaan kosakata dan motivasi siswa. Hasil penelitian ini menunjukkan, skor rata-rata pre-test siswa di kelas eksperimen adalah 56,00 dan skor rata-rata post-test adalah 70,00. Sebaliknya, skor rata-rata pre-test siswa di kelas kontrol adalah 56,00 dan skor rata-rata post-test adalah 56,56 dan hasil akhir dari motivasi siswa adalah 76 dan klasifikasi Setuju. Hasil uji hipotesis statistik menemukan bahwa pada taraf signifikan 5% pengamatan adalah 3,77 sedangkan ttabel df 63 – 2 =61 adalah 2.00 atau tobservasi > ttabel. Kesimpulannya, objek teka-teki silang adalah cara yang efektif dan cukup sukses karena dapat meningkatkan motivasi siswa dalam belajar kosa kata

    Can’t program, won’t program, will program!

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    Enhancing Learners’ Vocabulary Acquisition by Crossword Puzzle Game

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    This study aimed at developing learners’ vocabulary acquisition by using a crossword puzzle game at an English course in Langsa, Aceh Province. It further explored how the technique helped the learners learned and acquired English vocabulary. This study was a Classroom Action Research (CAR) and it applied steps of action research set out by Kemmis and McTaggart, which encompasses planning, implementation, observation, and reflection. 17 learners were selected as the subject of this research purposively. Observation, interviews, and vocabulary tests were conducted to collect the data. The findings revealed that the use of crossword puzzle game developed the learners’ vocabulary acquisition effectively, as whole participants achieved the Minimum Mastery Criterion score (KKM), which was 75, successfully. The proportion of those who reach the score was 35,29% at the first cycle and the number was rose gradually to 100% at the third cycle. The study also found that the implementation of the crossword puzzle promoted an effective language-learning atmosphere. The learners engaged in the learning process and got involved in the activities enthusiastically. It developed the learners’ curiosity to complete the task and enhanced their self-confidence in learning English as they worked in groups. It also provided opportunities for the students to practice the vocabulary and to develop pronunciation

    Producing electronic materials for teaching the Humanities using authoring tools

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    У статті розглядається процес створення електронних дидактичних матеріалів за допомогою ІКТ, зокрема, програм-оболонок, для навчання студентів гуманітарних спеціальносте

    Crosswords

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    Crosswords at a Crossroad: The Puzzle Turns 100. What Is the Clue to Its Survival?

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    Celebrating the 100th anniversary of the crossword on Dec. 21, 2013 will be a dedicated, demanding and outspoken following – an online community that may be the key to its future as a popular American pastime. The crossword puzzle has always had a tight-knit core of fans, even in its earliest years. But, for the most part, doing a crossword was a solitary pursuit. That has changed with the advent of a burgeoning fan community on the internet, a virtual community of crossword enthusiasts. It is not far-fetched to regard the saga of the crossword as a microcosm of modern community building, a case history on how a traditional pastime can adapt to new media. In this paper, my intent is to show – through research, interview and my own longtime amateur participation in puzzling – the importance of community to a leisure-time pursuit; and specifically how cyber-fans use their collective voice to influence crossword output both creatively and economically. Creatively because blogs and other web resources have raised the volume and reach of an active crossword fan base, allowing it to exert more far-reaching pushback on puzzle creators and content. Economically because with the dramatic decline of the crossword\u27s longtime medium, the print newspaper, this traditionally paper-and-pencil pastime is moving online. Complicating the discussion is a growing generation gap, a tug-of-war between younger and older puzzlers for what they see as relevant and acceptable content. Thus, the crossword is at a crossroad: an older generation forms a core part of the fan base while younger puzzlers are charged with adapting and shaping the crossword for survival in the future

    IMPROVING VOCABULARY ACHIEVEMENT OF THE XI GRADERS OF SMKN 1 PAKONG-PAMEKASAN THROUGH INTERACTIVE CROSSWORD PUZZLE

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    instructions emerged as a consequence of their low vocabulary mastery. In this research, a significant different from the two mean scores gained from vocabulary tests and the recorded communicative activities among students during the class are empirical evidence proving the benefit of implementing interactive crossword puzzle as a vocabulary teaching instruction. Considering the notable values of this strategy, it is productive for English teachers to take into consideration this as an alternative to improve their students’ vocabulary achievement as well as their active involvement during the lesson. Keywords: interactive crossword puzzle, vocabulary achievement, active involvemen

    Three Creativity-Fostering Projects Implemented in a Statistics Class

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    Undergraduates in an introductory statistics class at a rural Southeastern college were assigned three creativity-fostering projects: statistics vocabulary crossword puzzle, word wall, and graffiti art poster. Given math anxiety, fear of failure, and lack of enthusiasm, it seemed imperative to spark interest and involvement. Rhodes 4P’s model (1961) served as the framework for this intrinsic case study involving 62 students. Independent thinking and research, peer collaboration, and use of art supplies within this model (person, press, process and product) generated remarkable learning outcomes. Grading rubrics focused on originality, quality and statistics content. Projects were classified into three qualitative categories ranging from lowest to highest: developing, satisfactory, and outstanding. Post-hoc student opinion surveys revealed therapeutic benefits of social interactions with peers and working together. Students enjoyed using art supplies, working with their hands, and engaging in meaningful constructive processes, in contrast to just writing class notes and doing online homework. Teachers are encouraged to acknowledge their repressed inner creative strengths and learn ways to foster creativity among students. Traditional and adaptive curriculum settings can utilize math art projects as qualitative authentic assessments in addition to traditional methods
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