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<title><![CDATA[The effect of using pictionary games to improve student's vocabulary mastery at eleventh grade of SMK Gemilang Modernland in academy year 2023&#47;2024]]></title>
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<name type="Personal Name" authority="">
<namePart>Hery Nuraini</namePart>
<role><roleTerm type="text">Penguji 1</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Irmala Sukendra</namePart>
<role><roleTerm type="text">Ketua Penguji</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Marrieta Moddies Swara</namePart>
<role><roleTerm type="text">Penguji 1</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Isnaniah</namePart>
<role><roleTerm type="text">Dosen Pembimbing 1</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Tenia Ramalia</namePart>
<role><roleTerm type="text">Dosen Pembimbing 2</roleTerm></role>
</name>
<name type="Personal Name" authority="">
<namePart>Ludfi Ghusman</namePart>
<role><roleTerm type="text">Pengarang</roleTerm></role>
</name>
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<publisher><![CDATA[Fakultas Keguruan dan Ilmu Pendidikan / Pendidikan Bahasa Inggris]]></publisher>
<dateIssued><![CDATA[2023]]></dateIssued>
<issuance><![CDATA[monographic]]></issuance>
<edition><![CDATA[Publish]]></edition>
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<languageTerm type="code"><![CDATA[en]]></languageTerm>
<languageTerm type="text"><![CDATA[English]]></languageTerm>
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<note>This study aimed to determine the effect of Pictionary Games on improving
vocabulary mastery for the eleventh graders of SMK Gemilang Modernland. This
research is a quantitative method with a quasi-experimental design. This study's
total population was 53 students in class eleventh at SMK Gemilang Modernland.
To select the sample for this study, the researcher used purposive sampling and took
53 students from two classes: the experimental class (XI TKJ) and the control class
(XI OTKP). The Pictionary games technique was used in the experimental class in
the teaching and learning process. The contrast, conventional techniques were used
in the control class in the teaching and learning process. The researcher used a
written test to collect data and calculate the descriptive experimental and class
control data, normality, homogeneity, and independent t-test using SPSS 22. Then,
the results of this study show students' vocabulary scores using Pictionary games
on grades the post-test was higher than the students' scores on the conventional
technique on the post-test scores. In conclusion, this study shows that there is a
significant effect of using the Pictionary game to improve students' vocabulary
mastery.</note>
<subject authority=""><topic><![CDATA[Vocabulary Mastery]]></topic></subject>
<subject authority=""><topic><![CDATA[Pictionary Game]]></topic></subject>
<subject authority=""><topic><![CDATA[Improvement]]></topic></subject>
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