Ilham Abdul Azis, Muhammad (2025) Pengaruh Permainan Anagram Untuk Meningkatkan Kosakata Bahasa Indonesia Siswa Kelas Iii Sdn 21 Pekanbaru. Other thesis, Universitas Islam Riau.
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Abstract
Many children experience difficulties in learning language, namely difficulties experienced by someone in acquiring the ability to listen, speak, read and write. Thus, the use of anagram games in learning Indonesian vocabulary at SD Negeri 21 Pekanbaru can be a positive step to improve the quality of education at that school. The research used was a Quasi Experimental Design with one pretestposttest group. involving 29 students. This can be compared with the conditions before and after the treatment was given. Based on the paired sample t-test, the sig. (2-tailed) is 0.00, which is less than 0.05. Therefore, Ho can be decided to be rejected and Ha can be accepted, indicating an increase in the average score between the pretest and posttest of student learning outcomes. This indicates that there is an influence of anagram games on increasing students' Indonesian vocabulary. This is proven by the average pretest score of 72.93 and the average posttest score of 86.38. The increase in the average posttest score was caused by the use of anagram games in learning. Key words: vocabulary mastery, anagram games, Indonesian language learning.
Item Type: | Thesis (Other) |
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Contributors: | Contribution Contributors NIDN/NIDK Thesis advisor DAFIT, FEBRINA 1026029002 |
Uncontrolled Keywords: | vocabulary mastery, anagram games, Indonesian language learning. |
Subjects: | L Education > L Education (General) |
Divisions: | > Pendidikan Guru Sekolah Dasar |
Depositing User: | Teguh Handoyo TH |
Date Deposited: | 10 Oct 2025 06:38 |
Last Modified: | 10 Oct 2025 06:38 |
URI: | https://repository.uir.ac.id/id/eprint/31044 |
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