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Penulis: ADI PURWANTO
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PENGARUH PERMAINAN SCRABBLE DALAM MEMPERKAYA KOSAKATA SISWA KELAS DELAPAN DI SMPN 11 TARAKAN

2024•Koleksi Perpustakaan

This research aimed to determine the effect of scrabble game in enriching English vocabulary of students of class VIII-3 at SMPN 11 Tarakan. The research method was pre-experiment with one group pre-test and post-test design. The rescarch sample was 21 students who were selected by purposive sampling technique. Data were collected using English vocabulary tests before and after the intervention. The results showed that the use of scrabble game during teaching learning process significantly improved students' English vocabulary. The students' average score on the vocabulary test before the intervention was 76, while after the intervention it increased to 83. Students who previously had difficulty in using certain vocabulary in sentences, could use them properly after the intervention. The conclusion of this study is that the use of Scrabble game to teach English vocabulary of students in class VIII-3 at SMPN 11 Tarakan was effective and could increase students' interest and enthusiasm in learning.

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ThesisOpen AccessMetadata saja

PENGARUH PERMAINAN SCRABBLE DALAM MEMPERKAYA KOSAKATA SISWA KELAS DELAPAN DI SMPN 11 TARAKAN

2024•

This research aimed to determine the effect of scrabble game in enriching English vocabulary of students of class VIII-3 at SMPN 11 Tarakan. The research method was pre-experiment with one group pre-test and post-test design. The rescarch sample was 21 students who were selected by purposive sampling technique. Data were collected using English vocabulary tests before and after the intervention. The results showed that the use of scrabble game during teaching learning process significantly improved students' English vocabulary. The students' average score on the vocabulary test before the intervention was 76, while after the intervention it increased to 83. Students who previously had difficulty in using certain vocabulary in sentences, could use them properly after the intervention. The conclusion of this study is that the use of Scrabble game to teach English vocabulary of students in class VIII-3 at SMPN 11 Tarakan was effective and could increase students' interest and enthusiasm in learning.

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ThesisOpen AccessMetadata saja

PENGARUH KESADARAN MEREK, PERSEPSI KUALITAS, ASOSIASI MEREK, DAN LOYALITAS MEREK TERHADAP KEPUTUSAN PEMBELIAN LAPTOP ASUS DI KOTA TARAKAN (Studi Kasus Pengguna Laptop Asus Pada Mahasiswa Universitas Borneo Tarakan)

2021•

PENGARUH KESADARAN MEREK, PERSEPSI KUALITAS, ASOSIASI MEREK, DAN LOYALITAS MEREK TERHADAP KEPUTUSAN PEMBELIAN LAPTOP ASUS DI KOTA TARAKAN (Studi Kasus Pengguna Laptop Asus Pada Mahasiswa Universitas Borneo Tarakan) Abstrak Penelitian ini bertujuan untuk mengetahui Pengaruh Kesadaran Merek, Persepsi Kualitas, Asosiasi Merek, Dan Loyalitas Merek Terhadap Keputusan Pembelian Laptop Asus Di Kota Tarakan (Studi Kasus Pengguna Laptop Asus Pada Mahasiswa Universitas Borneo Tarakan). penelitian ini menggunakan metode kuantitatif dengan metode survei. Metode pengambilan sampel yang digunakan adalah non-probability sampling dengan teknik penentuan sampel menggunakan purposive sampling. Sampel dalam penelitian ini adalah Pengguna Laptop Asus Pada Mahasiswa Universitas Borneo Tarakan dengan jumlah sampel 100 responden. Metode anlisis data yang digunakan adalah analisis regresi berganda dengan bantuan program SPSS Versi 16. Hasil penelitian ini menunjukan bahwa variabel kesadaran merek dan asosiasi merek tidak berpengaruh terhadap keputusan pembelian. sedangkan variabel persepsi kualitas dan loyalitas merek berpengaruh positif dan signifikan terhadap keputusan pembelian.

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