English vocabulary enrichment through playing computer game: an experimental study of elementary school student taking English Course at Ganesha English Education

Rubianti, Risna (2011) English vocabulary enrichment through playing computer game: an experimental study of elementary school student taking English Course at Ganesha English Education. Diploma thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

This research started from an opinion that using computer game in learning English subject, in this case, English vocabulary, would make the students more interested in learning vocabulary, because computer games are interesting and sometimes challenging. Computer game can enrich students’ vocabulary because the players (students) would acquire new vocabularies especially English. In reality, people like playing computer game and sometimes they spend their leisure time to play computer game. For example were children. Almost all of children like playing computer game. The phenomenon above could help students especially students of elementary school to mastery English vocabulary. The aim of this research was to know explicitly about: 1) the improvement of students’ English vocabulary in the experimental class, 2) the differences between experimental class and control class in their English vocabulary enrichment, 3) the students’ perceptions to a computer game using English as its instruction. In conducting this research, the writer used experimental method, because this method had been regarded appropriate to prove the theory. The techniques of collecting the data used Determine and Variable, Test of Homogeneity, Pre-test, Post-test, and Questionnaires. The writer took two types of classes, they were experimental class (learning English using computer game) and control class (learning English without using computer game), in order to know the differences of students’ ability in vocabulary between experimental class and control class. The Experimental class focused on 14 students and Control class also focused on 14 students. Furthermore, to test the differences of two interrelated averages was used t-test formula. The results of this research showed that: 1) the students of experimental class got better result than before playing computer games, 2) the difference between experimental and control class is students’ ability in mastering English vocabularies of experimental class were higher than the students of control class 3) the students’ perception to computer game using English as its instruction that computer game make interest, can motivate, and creates a relaxed. The conclusion of this research was that playing computer game can help student to improve their English vocabulary, while sometime playing computer game can make them forget to their time.

Item Type: Thesis (Diploma)
Uncontrolled Keywords: Ganesha English Education; learning English; computer games; English vocabulary;
Subjects: Special Computer Methods
Education
English
English Literatures
Divisions: Fakultas Adab dan Humaniora > Program Studi Bahasa dan Sastra Inggris
Depositing User: Users 38 not found.
Date Deposited: 30 Aug 2016 05:52
Last Modified: 17 Dec 2018 01:54
URI: https://etheses.uinsgd.ac.id/id/eprint/2136

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