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The Implementation of Guessing Games to Teach Descriptive Text for Seventh Grade Students at Smp Negeri 4 Majalengka in Academic Year 2021/2022

SYADZAGHAIDA, Tyesa (2022) The Implementation of Guessing Games to Teach Descriptive Text for Seventh Grade Students at Smp Negeri 4 Majalengka in Academic Year 2021/2022. Skripsi thesis, Universitas Jenderal Soedirman.

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Abstract

Syadzaghaida, Tyesa. (2022). The Implementation of Guessing Games to Teach Descriptive Text for Seventh Grade Students at SMP Negeri 4 Majalengka in Academic Year 2021/2022. Thesis Supervisor 1: Drs. Agus Sapto Nugroho, M.Ed, TESOL. Thesis Supervisor 2: Prayogo Hadi Sulistio, S.Pd. M.Pd. Examiner: Dian Adiarti, S.Pd. M.Hum. Ministry of Education, Culture, Research, and Technology. Jenderal Soedirman University. Faculty of Humanity, English Language Education Study Program. Purwokerto. The purposes of this study are to find out the implementation of Guessing games in teaching descriptive text for the 7th grade students of SMP Negeri 4 Majalengka, to find out the difficulties faced by the teacher towards the implementation of Guessing games in teaching descriptive text for the 7th grade students of SMP Negeri 4 Majalengka and to find out the solutions made by the teacher to solve difficulties when using Guessing games in offline class in teaching descriptive text for the 7th grade students of SMP Negeri 4 Majalengka. The method of this study is descriptive qualitative. The researcher uses three kinds of instruments in doing it; they are interview, observation and documentation in order to identify whether or not it is an effective way to teach vocabulary to students. The researcher needed 4 meetings to collect the data. To answer research question number 1 about the implementation of Guessing games, first meeting, teacher provided descriptive picture and asked students to make description of the picture. Second meeting, students did group activity of the implementation of guessing games. Third meeting, students did classroom activity about the implementation of guessing games. Teacher provided 1 picture without given a clue, correct sentences and guess the picture correctly given mark from the teacher. Based on the interview with the teacher in the last meeting, guessing games was entertained and this method could increase students’ motivation for learning. To answer research question number 2 about the difficulties faced by the teacher towards the implementation of guessing games, some students did not understand the instructions given by the teacher regarding the implementation of this method and limited time allocation for the implementation of guessing games method. This reduction time allocation aimed to reduce the spread of Covid-19. To answer research question number 3 about to solve the difficulties, teacher tried to re-explain in more detail and tried to explain it using Bahasa Indonesia. After the teacher did this, the students finally understood what they had to do when the guessing games method was implemented. In conclusion, the use of guessing games has several advantages for students, including increasing motivation in learning and communication.

Item Type: Thesis (Skripsi)
Nomor Inventaris: J22237
Uncontrolled Keywords: Guessing Games, Games, Descriptive Text
Subjects: E > E312 English language Study and teaching
E > E69 Education
Divisions: Fakultas Ilmu Budaya > S1 Pendidikan Bahasa Inggris
Depositing User: Mrs Tyesa Syadzaghaida
Date Deposited: 16 Nov 2022 07:03
Last Modified: 16 Nov 2022 07:03
URI: http://repository.unsoed.ac.id/id/eprint/18671

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