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Journal : Jurnal Ilmu Pendidikan dan Sosial

The Effect of Scrabble Game on Students' Vocabulary Mastery of Grade Eight at SMP Negeri 12 Pematang Siantar Daniel J.O Siringoringo; Christian Neni Purba; Asima Rohana Sinaga
Jurnal Ilmu Pendidikan dan Sosial Vol. 2 No. 3 (2023): Oktober
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/jipsi.v2i3.441

Abstract

The aim of this research is to determine the effect of the reading aloud strategy on the pronunciation abilities of seventh grade students at SMP Negeri 3 Pematangsiantar. In this research, researchers used quantitative research methods with a quasi-experimental design and pre-test, post-test and control designs. The sample for this research consisted of class VIII students at SMP Negeri 12 Pematang Siantar with an average class size of 32 in the 2022–2023 academic year. There are around 288 students in class VIII. By using this technique, the sample that will be used in this research consists of two classes, namely class VIII-8 as the experimental class and class VIII-9 as the control class at SMP Negeri 12 Pematang Siantar. From the results of research conducted at SMP Negeri 12 Pematang Siantar, it was found that there was an influence of the application of the Scrabble game on mastery of mathematics. This can be seen from the students' average score in the test, namely pre-test 54.21 and post-test 76.09, while the researchers' learning results found that the t-test in this study was 2.14. Based on the previously designed hypothesis formulation, the hypothesis is not rejected if tcount is greater than ttable. The meaning of these results is that students who were taught to use the game Scrabble were better than students who did not use the game Scrabble in the classroom treatment process. After carrying out calculations, the researchers found that in this study the t-count was higher than the t-table. Referring to this, we can put forward the following hypothesis. t-count > t-table 5%, namely 2.14 > 1.670. Because the calculated t-value (2.14) is higher than the t-table (1.670) at the 5% significance level for a two-sided test, the null hypothesis is rejected and the alternative hypothesis is accepted. Therefore, the Scrabble Game is very effective as a learning support medium, especially in improving mathematics mastery.
The Effect Of Jigsaw Teachnique On Students’ Writing Skill At Eeventh Grade Of SMA Negeri 5 Pematang Siantar Roma Rejeki Nami Saragih; Christian Neni Purba; Asima Rohana Sinaga
Jurnal Ilmu Pendidikan dan Sosial Vol. 2 No. 4 (2024): Januari
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/jipsi.v2i4.461

Abstract

This research was carried out to find whether or not the effect of Jigsaw technique on students’ writing skill in Analytical Exposition Text at eeventh grade of SMA Negeri 5 Pematang Siantar. The research methodoogy used in this research was a quasi-experimental research. There were two classes taken as the samples of this research, class XI IPS 2 as the experimental class and class XI IPS 4 as the contro class. The mean score in experimental class from pre-test to post-test was 51,66 and 72,22. The mean score in contro class from pre-test to post-test was 54,44 and 61,66. The improvement as the experimental class got in post-test was 20,56 and as the contro class got in post-test was 7,22. The sum of standard deviation in experimental class was 2037,50 and in contro class was 3271,88. The data were colected by administering pre-test and post-test. The research findings showed that there was significant effect by using Jigsaw technique on students’ writing skill. It can be seen from the testing hypothesis, it showed that the t-test value (6,51) was higher than the t-table value (1,98) at leve of significance 5% with degree of freedom (df) was 70. This are by the score of post-test in both classes. The average post-test score in experimental class was 72,22 was higher than the average post-test score in contro class which was 51,66. It can be concluded that there is a significant difference in the writing skill between the students who are taught by using Jigsaw technique on Students’ writing skill in Analytical Exposition Texts and those who are taught without using it.
The Effect Of Crossword Puzzle Game On Students' Vocabulary Mastery At Grade Eight Of SMP GKPS 3 Pematang Siantar Citra Julivera Nainggolan; Christian Neni Purba; Melda Veby Ristella Munthe
Jurnal Ilmu Pendidikan dan Sosial Vol. 2 No. 4 (2024): Januari
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/jipsi.v2i4.465

Abstract

The aim of this study is to find out whether crossword puzzle game is an effective media to improve students’ vocabulary mastery of descriptive text, and comparing with the students who were taught by using the conventional media. This study is a quantitative research using quasi-experimental as the method of collecting data. In this study, the data were taken from the pre-test and post-test. The Excel program was used to analyze the validity. The result shows that the mean of pre-test from the experimental group was 55,33, and the control group was 42,33. Then the mean of post-test from the experimental group was 82,5, and the score of the control group was 63,16 Based on the t-test calculation of post-test from both classes shows that the result of the t-value (3,666) was higher than the t-table (2.001). Since the t-test was higher than the t-table, it could be stated that there was a significant difference between the students’ achievement who were taught by using crossword puzzle game and those who were taught by using conventional learning media in improving vocabulary of descriptive text. The students who were taught by using crossword puzzle game have higher achievement. In other words, crossword puzzle game is effective to improve students’ vocabulary mastery. Based on this result, it is recommended that teachers use crossword puzzle in English classes because this game is very helpful for students in improving their vocabulary mastery.