<?xml version="1.0" encoding="UTF-8" ?>
<modsCollection xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" xmlns:slims="http://slims.web.id" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd">
<mods version="3.3" ID="26304">
<titleInfo>
<title>Improving Students’ Vocabulary Through Pictionary Game (A Quasi Experimental Research Method at the Seventh Grade of SMPN 2 Cimanuk)</title>
</titleInfo>
<name type="Personal Name" authority="">
<namePart>Dita Aurellia</namePart>
<role><roleTerm type="text">Primary Author</roleTerm></role>
</name>
<typeOfResource manuscript="yes" collection="yes">mixed material</typeOfResource>
<genre authority="marcgt">bibliography</genre>
<originInfo>
<place><placeTerm type="text">serang</placeTerm></place>
<publisher></publisher>
<dateIssued>2023</dateIssued>
<issuance>monographic</issuance>
<edition></edition>
</originInfo>
<language>
<languageTerm type="code">en</languageTerm>
<languageTerm type="text">English</languageTerm>
</language>
<physicalDescription>
<form authority="gmd">Text</form>
<extent>xiv + 126 hlm.: 18 x 25 cm</extent>
</physicalDescription>
<note>This study aims to know the effectiveness of the Pictionary game and how it is used for improving students’ vocabulary. This research used quantitative, using a quasi-experimental nonequivalent type method. The participants in this research are pupils in SMPN 2 Cimanuk in seventh grade during the academic year 2022–2023 made up the study’s population. There were 61 students in the entire population from two classrooms as a sample: one was an experimental class with 30 pupils and the other was a control class with 31 pupils. The research shows from the data pre-test post-test score. Pictionary game media is declared effective in improving vocabulary outcomes with an improved value of 63.62%. The researcher held 3 meetings to examine how well the Pictionary game learning can improve students’ vocabulary, including (a) In the first meeting, the teacher introduces and explains how to play Pictionary (b) In the second meeting, the Pictionary game was then used to continue the discussion, and the list some vocabulary words on the whiteboard from the previous lesson (c) In the third meeting, researcher modifieds the picture guessing game into a competition, in which the students were divided into 3 teams and competed to guess the vocabulary.</note>
<classification>423</classification><identifier type="isbn"></identifier><location>
<physicalLocation>UIN SMH Banten Perpustakaan Pusat</physicalLocation>
<shelfLocator>SKRIPSI TBI 2257</shelfLocator>
<holdingSimple>
<copyInformation>
<numerationAndChronology type="1">SKRIPSI TBI 2257</numerationAndChronology>
<sublocation>My Library</sublocation>
<shelfLocator>SKRIPSI TBI 2257</shelfLocator>
</copyInformation>
</holdingSimple>
</location>
<recordInfo>
<recordIdentifier>26304</recordIdentifier>
<recordCreationDate encoding="w3cdtf">2023-04-27 15:24:06</recordCreationDate>
<recordChangeDate encoding="w3cdtf">2023-04-27 15:24:23</recordChangeDate>
<recordOrigin>machine generated</recordOrigin>
</recordInfo></mods></modsCollection>