Abstract

The target of this research was to determine the effect of AdobeFlash Video games to enhance students’ vocabulary comprehension. Therefore, the principle problem was only one, that was to what extent was Adobe Flash Video Games effective to enhance vocabulary comprehension of the second grade students of SMPN 2 Takalar. The study was using quasi Experimental Design, exactly “Non-equivalent Control Group Design. The study involved 60 students, second grade students in SMPN 2 Takalar. This research employed quasi - experimental design with two group pre-test and post-test design. There were two variables in this study; they were independent variable (the use of adobe flash video game) and dependent variable (the vocabulary comprehension of the students). The population of this research was the second grade students at SMPN 2 Takalar which consisted by 336 students. The sample of the research consisted of 60 students which was taken by using purposive sampling technique, 30 students were taken as experimental class and 30 students as control class. The instrument of thisresearch was a written vocabulary used in the pre-test and post-test. The treatment was given by using adobe flash video games. The result of the data of the research indicated that there was a significant difference between the students’ post-test in experimental class and control class. The mean score of the post-test (80.85) in experimental class was greater than the mean score of the post-test (38.61) in control class. The standard deviation of the post-test (43.27) in experimental classwas higher than the standard deviation of the post-test in control class (10.94). From the t-test, the researcher found that the value of the t-test (5.10) was higher than the t-table (2.042) at the level of significance 0.05 with degree of freedom (df) =58. Based on the finding and discussion of the research, the researcher drawn a conclusion that the use of Adobe Flash Video Games was effective to enhance the vocabulary comprehension of the second grade students at SMPN 2 Takalar.

Highlights

  • Nowadays, English plays the role as a bridge in language and technology

  • Adobe Flash Video Games was conducted as well as pretest and posttest and the controlled class only got pretest and posttest. This method was appropriate in the research because it described whether Adobe Flash Video Game was effective or not

  • The Classification of Students’ Pre-test in Experimental Class and Control Class The following table shows the distribution of frequency and percentage of final score of students’ vocabulary at second grade students in SMPN 2 Takalar, in pre-test in experimental and control class

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Summary

Introduction

English plays the role as a bridge in language and technology. As a bridge in language, English as a communicator of people around the world when go abroad.It is really essential for global requirements. English plays the role as a bridge in language and technology. As a bridge in language, English as a communicator of people around the world when go abroad. It is really essential for global requirements. English is needed for getting a further comprehension of technology to understand many specification of it. The technology such video games generally are using English and the video. Games are being used in entertainment and in Education, especially English to be learnt and taught. The power of gamification has widely acknowledged in education to engage and motivate learners when used properly in classrooms (Lee, & Hammer, 2011: 91)

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