E-CLUE Journal of English Culture, Language, Literature and Education
Vol. 8 No. 1 (2020): E-CLUE: Journal of English Culture, Language, Literature, and Education

THE EFFECTIVENESS OF USING KIM'S MEMORY GAME TO INCREASE STUDENTS' VOCABULARY AT THE SECOND GRADE OF JUNIOR HIGH SCHOOL

Sintike Arleing Roring (Universitas Negeri Manado)
Diana J. wowor (Universitas Negeri Manado)
Sarah Kamagi (Universitas Negeri Manado)



Article Info

Publish Date
25 Jun 2020

Abstract

The purpose of this research was to reveal the effectiveness of using Kim’s memory game in increasing students’ vocabulary. This research was pre-experimental research using quantitative research with one group pre-test and post-test design. Population of this research were students of SMP Negeri 3 Kombi and the sample were VIII grade students in academic year 2019/2020 and the total number of the sample were 15 students. The data were collected through multiple choice test. The data of this research were analysed statistically using mean score formula X̅ . The result of the data analysis showed that the highest score in pre-test was 88 and the lowest was 40. The highest score in post-test was 96 and the lowest was 70. The mean score of pre-test was 65.33 and the mean score of post-test was 81.86. The improvement was 16.53 from the pre-test until the post-test. It was indicated that the used of Kim’s Memory game was effective to improve students’ Vocabulary.

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Journal Info

Abbrev

e-clue

Publisher

Subject

Education Languange, Linguistic, Communication & Media

Description

E-Clue Journal of English Culture, Language, Literature and Education focuses its publication on the issues around Teaching English, Linguistics, and Literature. The area of discussion may include: Teaching English Linguistics Literature Teaching and learning strategies Second Language Acquisition ...