Advancing EFL learners’ vocabulary mastery through Big Cube Game : A pre-experimental study at the eighth-grade students

Hakim, Arif Rahman (2022) Advancing EFL learners’ vocabulary mastery through Big Cube Game : A pre-experimental study at the eighth-grade students. Sarjana thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

This study investigates the use of the Big Cube Game in students' vocabulary mastery. The big cube game is used to investigate the advance of EFL learners' vocabulary mastery. Some students at SMP Karya Budi Bandung who still struggle with vocabulary mastery inspired this research. Big Cube Game was chosen as a medium to teach vocabulary to address this phenomenon. This study aims to determine the outcome of EFL learners' vocabulary mastery before and after using the Big Cube Game. This study used a quantitative research method with a pre-experimental approach to determine whether there was a significant difference in students' vocabulary mastery before and after using the Big Cube Game. This study is pre-experimental research involving eighth-grade students from SMP Karya Budi Bandung. This study used a pre-test, treatment, and post-test data to collect data on 29 students from class VIII-B as an experimental group presented to Big Cube Game in advancing EFL learners' vocabulary mastery. The results revealed an improvement between the pre-test and post-test mean scores. The pre-test means score increased from 46.72 in the poor category to 80.69 in the good fairy category, with an improved score of 33.97. Calculating the pre-test and post-test mean scores assumed that the Big Cube Game improved students' vocabulary mastery. The paired samples test result shows that the t-count was 17.193, while the t-table for a = 5% (0.05), df 28 = 2.048. The result of paired samples test concluded that the t-count is greater than the t-table. As a result, the Ha is accepted in the hypothesis of the paired sample t-test. Therefore, the improvement is in the average based on the index gain score, which was 0.70. It implies that the score is higher than 0.3 (0.70>0.3). Thus, improving students' vocabulary mastery using the Big Cube Game is an average category. According to the findings, the Big Cube Game improved students' vocabulary mastery. This technique can help students learn English and improve their vocabulary mastery. English teachers can use this technique to teach vocabulary.

Item Type: Thesis (Sarjana)
Uncontrolled Keywords: Big Cube Game; EFL Students; Vocabulary Mastery
Subjects: Educational Institutions, Schools and Their Activities
Educational Institutions, Schools and Their Activities > Teachers and Teaching
Indoor Games of Skill
Divisions: Fakultas Tarbiyah dan Keguruan > Program Studi Pendidikan Bahasa Inggris
Depositing User: Arif Rahman Hakim
Date Deposited: 23 Nov 2022 08:20
Last Modified: 23 Nov 2022 08:20
URI: https://digilib.uinsgd.ac.id/id/eprint/60989

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