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Have fun with English: the application of innovative learning method based educational games to improve vocabulary students. (The case of improving vocabulary by the fifth grade students of SD Negeri 2 Nyatnyono in academic year 2016/2017)
Oleh:
Adhini, Isna Nur
Jenis:
Article from Proceeding
Dalam koleksi:
KOLITA 15 : Konferensi Linguistik Tahunan Atma Jaya Kelima Belas
,
page 281-284.
Topik:
Educational-game
;
Game based learning
;
Languages
;
Vocabulary
Fulltext:
281 Isna Nur Adhini - OK.pdf
(279.12KB)
Ketersediaan
Perpustakaan PKBB
Nomor Panggil:
406 KLA 15
Non-tandon:
1 (dapat dipinjam: 1)
Tandon:
1
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Isi artikel
Vocabulary learning is an essential part in foreign language learning as the meanings of new words are very often emphasized, whether in books or in classrooms. It is also central to language teaching and is of paramount importance to a language learner. Recent research indicate that teaching vocabulary may be problematic because many teachers are not confident about best practice in vocabulary teaching and at times don’t know where to begin to form an instructional emphasis on word learning (Berne & Blachowicz, 2008). One of the difficult parts of learning the target language for English language learners is the acquisition of vocabulary. Using educational games for teaching vocabulary has been very popular for several decades. Teaching vocabulary by using guessing game was expected to be an effective way in improving the students’ mastery in vocabulary of fifth grade students of SD N 2 Nyatnyono West Ungaran Grade 4, Semarang Regency in academic year 2016/2017. Therefore, the present paper has reviewed the effects of using games on improving vocabulary learning in an English as foreign language or English as second language context. Based on the statements above, Have Fun With English can be used as a medium to teach vocabulary that contain games that can help students understand the meaning of words with easier and interesting. Have Fun With English consist of two educational-game, namely umbul card game and monopoly. This research used Research and Development method that included research, information collecting and socialization, model development stage and model validation stage that included operational product and evaluation activity. This research was done 24 times. The result showed there was an improvement in learning English through the educative games. There are 90 % students were happy and interested in learning English and their vocabularies were increased. The teaching process based on this game is divided into two sections. The first section is giving the material about a topic. The second section is allying the game in the class. In the end of the job training, the researcher gave test to know the result of teaching vocabulary. Therefore, the students should learn and practise more to encourage themselves in using educational-game namely umbul card game and monopoly especially in improving vocabulary. In addition, the implementation of Have Fun With English and the complementary actions were successful to help the students memorize and understand new words easily. In conclusion, the students’ vocabulary mastery was improved through the implementation of Have Fun with English.
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