<?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="31231">
<titleInfo>
<title>The Effectiveness of Using Liar Game to Improve Students’ Speaking Skill (A Quasi-Experiment Research at SMKS Sabilu El-Muhtadin)</title>
</titleInfo>
<name type="Personal Name" authority="">
<namePart>Annisa Nurfadillah</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>2025</dateIssued>
<issuance>monographic</issuance>
<edition></edition>
</originInfo>
<language>
<languageTerm type="code">id</languageTerm>
<languageTerm type="text">Indonesia</languageTerm>
</language>
<physicalDescription>
<form authority="gmd">Text</form>
<extent>xvi + 90 hlm.; 18 x 25 cm</extent>
</physicalDescription>
<note>This study investigates the effect of the &#34;Liar Game&#34; on improving students' speaking skills. Conducted as quasi-experimental research, it involved two eleventh-grade classes at SMKS Sabilu El Muhtadin, with a total of 60 participants split evenly into an experimental group and a control group. Data collection methods included observation, lesson plans, pre-tests, treatments, and post-tests. Over four sessions, the Liar Game was implemented in the experimental class, emphasizing interactive learning through structured practice and real-life scenarios. The game required students to identify a &#34;liar&#34; among their peers through questioning, promoting both engagement and communicative skill development. The results showed a significant positive impact of the Liar Game on speaking proficiency. Hypothesis testing confirmed the alternative hypothesis (Ha), with t test values indicating statistical significance at both the 5% = 2.594 &#62; 1.672) and 1%= 2.594 &#62; 2.392) levels. Cohen’s d effect size was calculated at 0.666, suggesting a moderate effect of the Liar Game on students' speaking skill improvement. The findings suggest that the Liar Game is an effective strategy for enhancing students' speaking abilities and can be integrated into language curricula to create a more engaging and interactive learning environment. Future research could explore its impact across different language skills and educational settings to further validate its effectiveness.</note>
<classification>428</classification><identifier type="isbn"></identifier><location>
<physicalLocation>UIN SMH Banten Perpustakaan Pusat</physicalLocation>
<shelfLocator>SKRIPSI TBI 2566</shelfLocator>
<holdingSimple>
<copyInformation>
<numerationAndChronology type="1">SKRIPSI TBI 2566</numerationAndChronology>
<sublocation>My Library</sublocation>
<shelfLocator>SKRIPSI TBI 2566</shelfLocator>
</copyInformation>
</holdingSimple>
</location>
<recordInfo>
<recordIdentifier>31231</recordIdentifier>
<recordCreationDate encoding="w3cdtf">2025-12-23 09:30:36</recordCreationDate>
<recordChangeDate encoding="w3cdtf">2025-12-23 09:30:54</recordChangeDate>
<recordOrigin>machine generated</recordOrigin>
</recordInfo></mods></modsCollection>