The use of online games in teaching English vocabulary at SMP Muhammadiyah 18 Surabaya

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Chamidah, Imro'atul (2010) The use of online games in teaching English vocabulary at SMP Muhammadiyah 18 Surabaya. Undergraduate thesis, IAIN Sunan Ampel Surabaya.

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Abstract

The importance of learning vocabulary has obviously a big role in the mastery of a language. That is why many teachers have used various strategy and media in the learning process. Along with Information Technology era, the learning of vocabulary has been massively studied through internet. However, this kind of learning is still uncommonly conducted in the classroom because of its difficultx of internet connection itself. But a teacher of Sf\.1? Muhammadiyah 18 Surabaya has a courage to conduct this teaching strategy, so that the researcher feels interested in knowing how she applies this learning strategy and what problems she faces during the learning process. To complete the data, the researcher also takes students' response since the students are the doers of the learning. This is to know the effectiveness of the learning medium. By using descriptive design, the data of this research which were obtained from, documentation, observation, questionnaires, and interview, were simply described as they are. The results showed that the teacher used online games to review, and develop her students' vocabulary. Generally, the learning process was begun after the teacher and the students were led to pray. After opening the class, she conditioned her students by having warming up or simple dialogue between them. Before the teacher started the game, she grouped her students and explained the rules of the game or the activities that they were going to do. This process of gaming was monitored by the teacher. As reinforcement, she gave certain activities to her students, such as doing dialogue and challenging groups. Just before closing the class, she sometimes gave extra-class work. According theories of the effectiveness of learning media, these online games are included into one of effective learning media since almost of all students gave positive responses. More than fifty percent of students feel happy, active and enthusiastic when playing these games. And they remember the words in the games. The difficulties that come up in the teaching and learning process are grouping students (classroom management), planning cancellation, internet connection, classroom organization, the vailability of technology, and the acceptance of technology.

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Item Type: Thesis (Undergraduate)
Creators:
CreatorsEmailNIM
Chamidah, Imro'atulUNSPECIFIEDUNSPECIFIED
Subjects: Bahasa Inggris
Pengajaran
Teknologi
Keywords: Online games; teaching English
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris
Depositing User: Editor : samid library.uinsby.ac.id
Date Deposited: 25 Jan 2018 08:09
Last Modified: 25 Jan 2018 08:09
URI: http://digilib.uinsa.ac.id/id/eprint/22089

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