THE USE OF PHANTASY QUEST VIDEO GAME IN TEACHING ACTIVE VOCABULARY: AN EXPERIMENTAL STUDY AT SMAN 8 MATARAM, GRADE X SEMESTER 1, ACADEMIC YEAR 2014/2015

PARTAWINDU, PUTU KRISNA (2014) THE USE OF PHANTASY QUEST VIDEO GAME IN TEACHING ACTIVE VOCABULARY: AN EXPERIMENTAL STUDY AT SMAN 8 MATARAM, GRADE X SEMESTER 1, ACADEMIC YEAR 2014/2015. S1 thesis, Universitas Mataram.

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Abstract

The aim of this research was to find out the effectiveness of Phantasy Quest Video Game in teaching active vocabulary. The research was conducted at the tenth grade students of SMAN 8 Mataram academic year of 2014/2015. This research employed Quantitative Method to find out whether Phantasy Quest Video Game is effective in teaching active vocabulary or not. Two classes of tenth grade were taken using cluster as sample; they were X IPS (experimental group) and X IPA (control group). The Phantasy Quest Video Game was applied in the experimental group during the experiment, while in the other class was not. In order to gain the data needed, pre-test and post-test was delivered to both classes, and throughout analysis was conducted. As a result, it was found that Phantasy Quest Video Game is effective in teaching active vocabulary.

Item Type: Thesis (S1)
Keywords (Kata Kunci): Phantasy Quest Video Game, Video Game, and active vocabulary
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan
Depositing User: Saprudin Saprudin
Date Deposited: 07 Jan 2019 01:32
Last Modified: 07 Jan 2019 01:32
URI: http://eprints.unram.ac.id/id/eprint/11597

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