APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK

Authors

  • Aprianto Universitas Tadulako
  • Sudarkam R. Mertosono Universitas Tadulako
  • Wahyudin Wahyudin Universitas Tadulako

DOI:

https://doi.org/10.22487/elts.v12i1.4428

Keywords:

Taboo Game; Improving Vocabulary Mastery

Abstract

This research aims to prove that applying taboo games can improve the vocabulary mastery of grade seven students of SMP Negeri 4 Luwuk. The research applied pre-experimental design. The population was 88 students in the academic year 2022/2023. The samples were 28 students selected employing purposive sampling technique. A vocabulary test was used when collecting the data for this research. The test was administered twice, namely pre-test and post-test. The data were analyzed statistically using a .05 level of significance and 28 degrees of freedom. The data analysis found that the students’ mean score on the pre-test was 56.27, lower than the post-test’s mean score, 79.17. A comparison of the two tests of scale describes that t-counted value = 12.241> t-table value = 1.701. Therefore, Hawas accepted, and Ho was rejected. It can be concluded that applying taboo games improve the students’ vocabulary mastery.

References

Akdogen, E (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education, 07(01), 31-66

Alexander, Francie. 2015, Why is vocabulary so important?, retrieved from: http://www.scholastic.com/teachers/article/understanding-vocabulary. On October 24th, 2022.

Al-Nafisah, (2012). Utilization of Instructional Games in EFL Teaching: A Case Study of Saudi Intermediate Schools. Journal of Emerging Trends in Educational Research and Policy Studies (JETERAPS).

Anyaegbu, Ruphina, Ting, Wei and Li, Yi. (2012). Serious game motivation in an EFL Classroom in Chinese Primary School. The Turkish Online Journal of Education Technology.

Arikunto, S. 2006. Prosedur Penelitian Suatu Pendekatan Praktis. Jakarta: Binarupa Aksara.

Best, J.W. (2006). Research in Education.Tenth Edition.Boston: Pearson Education, Inc.

Bogdan, Pavliy. (2009). Teaching English vocabulary. Shizuoka of Science and Technology.

Bradley, M. (1993). Pictionary. East Longmeadow, MA: Milton Bradley Company.

Greenbaum, S. and Nelson, G., (2002). An Introduction to English Grammar (2nd Edition). London: Pearson Education Limited.

Harmer, J.1991 The practice of English Language Teaching, New York: Longman.

Kemendikbud. (2013). Paparan Materi Pendidikan dan Kebudayaan RI.In Press Workshop: Implementasi Kurikulum 2013. Jakarta: Kemendikbud.

Koprowski, M. (2006). Ten Good Games for Recycling Vocabulary. TheInternet TESL Journal. Retrieved from http://iteslj.org/Techniques/Koprowski- Recycling Vocabulary.html on October 5th 2022.

Latief, M.A. 2013. An Introduction of Research Methods on Language Learning. Malang: Universitas Negeri Malang.

Nation, I. S (1990). Teaching and Learning Vocabulary. New York: Harper & Row.

Nation, I. S. (2013). Learning Vocabulary in Another Language (2nd Edition). Cambridge University Press.

Nordquist, Richard, 2015. Vocabulary.http://grammar.about.com/od/tz/g/vocab term.htm. On October 5th, 2022.

Nunan D.1999. Language Teaching Methodology. Macquarie, University Sydney.

Nurdiana, N. (2015). Improving Students’ Vocabulary Mastery through Taboo Game. IAIN SMH. Banten.

Rosianna,R.L. (2019). The effect of Taboo Word Game in Improving Vocabulary Ability. Journal Medium for English Language Teaching. Vol 4, No.2.

Sargeant, H., (2007). Basic English Grammar for English Language Learners. United States of America: Saddleback Educational Publishing.

Sripramong, Samnao (2004). The study of the effect vocabulary games on the retention in learning vocabulary of Prathomsuksa five learners of Assumption College Rayong. Bangkok Srinakarinwiroj University.

Sulaeman, H. (1999). Basic Grammar of English : The Classes of Words. Palu : Yamiba.

Thornbury, S. 2007. Elementary Vocabulary. Hongkong: Thomas Nelson and Sons Ltd.

Downloads

Published

2025-04-20

How to Cite

Aprianto, R. Mertosono, S., & Wahyudin, W. (2025). APPLYING TABOO GAME IN IMPROVING VOCABULARY MASTERY OF GRADE VII STUDENTS OF SMPN 4 LUWUK . E-Journal of ELTS (English Language Teaching Society), 12(1), 633-645. https://doi.org/10.22487/elts.v12i1.4428

Issue

Section

Articles

Most read articles by the same author(s)

<< < 1 2