The Application of Digital Games and Its Effect on Vocabulary Improvement of the Second Grade Students at SMP Negeri 1 Tellu Siattinge

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Yulia Udin Safitri, Abidin Pammu, Nasmilah

Abstract

This research aimed to examine the extent the effective digital games in improving students’ vocabulary and how digital games improved vocabulary to students. Nonrandomized quasi-experimental was employed in this quantitative approach. Participants were second grade students at SMP Negeri 1 Tellu Siattinge who were selected through purposive sampling technique. The independent variable in this research was digital games, while the dependent variable was vocabulary students’ improvement. The experimental group was taught in English by using digital games to obtain better mean score of 49.65 than the control group of 27.01, this was proven through t test value of 5.617 and t table value of 2.007.  Therefore, H0 was rejected and H1 was accepted, it based on the data analysis was interpreted to support on SPSS version 16. Thus, the use of digital games was found effective students' vocabulary improvement with a significant value of p < 0.05.

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