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THE USE OF JEOPARDY GAME TO BOOST STUDENTS’ VOCABULARY MASTERY AT SMA NEGERI 5 METRO ACADEMIC YEAR 2022/2023
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Institusion
Universitas Muhammadiyah Metro
Author
SARI, DIANA
Subject
Bahasa Inggris 
Datestamp
2025-03-07 02:36:34 
Abstract :
The aims of this research is to find out whether the use jeopardy game can boost student's vocabulary mastery, then to see how are the situation while use of the jeopardy game in the learning process, and how students responses to the jeopardy game. The subjects of this research were 30 students in class X2 of SMA Negeri 5 Metro. In this research, the CAR method was carried out two cycles to obtain qualitative and quantitative data. The data collection instruments used were observation checklist, interview, test, and documentation. The result this research can be shown by data on the pre-test, the average student score was 46.5% then, after cycle I carried out post-test 1 the average student score became 68.36% then in the second cycle stage the average student score was obtained in post-test 2 namely 78.36%. The situation during the learning process in class with the Jeopardy game makes students active because they are responsible in groups and are required to be creative and independent. So from all the responses collected, it can be concluded that the use of the Jeopardy game media can increase student motivation and give positive values for students because Jeopardy can be said to be practical and easy to use, as seen from their enthusiasm when participating the first use of Jeopardy. Based on the data obtained in this research using jeopardy game to boost student?s vocabulary mastery was success and significant with the score obtained being more than KKM. Then suggestions for future researchers to use it conduct other research on writing or speaking. 
Institution Info

Universitas Muhammadiyah Metro