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Utilizing “Hot Seat Game” to Improve Students' Vocabulary (A Quasi-Experimental Research on the Eighth-Grade Students of SMP Negeri 1 Sragi in the Academic Year of 2023/2024)

ASY-SYIFA, Dhien Mutiara (2024) Utilizing “Hot Seat Game” to Improve Students' Vocabulary (A Quasi-Experimental Research on the Eighth-Grade Students of SMP Negeri 1 Sragi in the Academic Year of 2023/2024). Skripsi thesis, Universitas Jenderal Soedirman.

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Abstract

This study addresses about the use of the hot seat game as one of the learning media to improve students’ English vocabulary. The objectives of this study are: 1) to describe the implementation of the hot seat game to improve students’ vocabulary; 2) to find out if the hot seat game significantly improves students’ vocabulary; 3) to investigate students’ responses toward the hot seat game in improving their vocabulary. This study used a quantitative method with a quasi-experimental research design. Sixty-one Eighth-grade students of SMP Negeri 1 Sragi from classes VIII.3 and VIII.5 were selected as the research sample through purposive sampling. Observation, tests, and questionnaires were used as the research instruments to collect data. The result of the observation found that the hot seat game was successfully implemented to improve students’ vocabulary. Moreover, the game made students more active and responsive in describing and analyzing the vocabulary being played. The test result that had been analyzed through the independent sample t-test showed that the utilization of the hot seat game has a significant effect on improving students’ vocabulary. The mean score of the post-test in the experimental group reached 88.6 while the mean of the control group in the post-test was 77.2. The result of the significant value was 0.000 (< 0.05). Therefore, the null hypothesis (H0) was rejected and the alternative hypothesis (Ha) stating that the hot seat game has a significant effect on students’ vocabulary mastery was accepted. Moreover, the effect size measurement showed a result of 2.02 (> 1.00) indicating that this game has a strong effect on improving students’ vocabulary. The data gained from the questionnaire filled out by the experimental group showed that 97% of the students’ responses agreed that the utilization of the hot seat game helped them to learn English vocabulary. From the results of this study, the hot seat game was implemented well in vocabulary learning and has a strong effect on improving students' vocabulary based on students’ vocabulary tests. In addition, the game received very good responses from the students indicating that they agreed with the use of this game to improve English vocabulary. Hence, it can be concluded that utilizing the hot seat game as a learning medium has a significant effect on improving students’ English vocabulary.

Item Type: Thesis (Skripsi)
Nomor Inventaris: J24218
Uncontrolled Keywords: Hot seat game, vocabulary, quasi-experimental
Subjects: E > E312 English language Study and teaching
Divisions: Fakultas Ilmu Budaya > S1 Pendidikan Bahasa Inggris
Depositing User: Mrs Dhien Mutiara Asy-Syifa
Date Deposited: 22 Aug 2024 08:20
Last Modified: 22 Aug 2024 08:20
URI: http://repository.unsoed.ac.id/id/eprint/29099

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