The Impact of Using Hangman Game on Vocabulary Students Achievement at the Second Grade of SMAN 1 Kontukowuna

Authors

  • Dewa Putri Rahayu Halu Oleo University
  • La Ode Nggawu Halu Oleo University
  • Sitti Agustina Halu Oleo University

Keywords:

hangman game, vocabulary, students' achievement

Abstract

This research focused on knowing how the impact of using Hangman Game on students' vocabulary learning achievement at the second grade of SMAN 1 Kontukowuna, such as how students deal with learning English. Overall, this research focused on noun, adjective, verb and adverb. This research used a non-equivalent control group design. The population in this study were students of class XI SMAN 1 Kontukowuna with the total 61 students. The sample was the students in class XI IPA 1 and XI IPA 2 that consisted 41 students. 22 students in experimental class and 19 students in control class. This reasearch only used one instrument, namely the test. The test that used in the form were multiple choice and true or false queastion. The test consists of 30 numbers, which are 25 multiple choice questions and 5 true or false questions. The data collection of this research were pre-test, treatment, and post-test. The data were analyzed by descriptive statistics and inferential statistics. For testing the hypothesis.  There is a significant impact of using Hangman game on students' vocabulary achievement at the second grade of SMAN 1 Kontukowuna. Hangman games can be applied to improve students' vocabulary. The mean score before treatment is 71.04, after treatment, the students' mean score increases to 84.81. It can be said that H1 is accepted and H0 is rejected.

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Published

25-07-2022

How to Cite

Rahayu, D. P., Nggawu, L. O., & Agustina, S. (2022). The Impact of Using Hangman Game on Vocabulary Students Achievement at the Second Grade of SMAN 1 Kontukowuna. Journal of Teaching of English, 7(2). Retrieved from https://jte.uho.ac.id/index.php/journal/article/view/3