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dc.contributor.advisorIsta Maharsi
dc.contributor.author15322015 Desmita Sri Rejeki
dc.date.accessioned2021-07-29T08:18:54Z
dc.date.available2021-07-29T08:18:54Z
dc.date.issued2020
dc.identifier.urihttps://dspace.uii.ac.id/123456789/31080
dc.description.abstractThis paper aims to describe the implementation of Flashcard games as a media to learn English and to enhance students' vocabulary knowledge. This report is written based on my best practice in a class of beginner level, it consists of 30 students. The data were collected from the assignment that was given to students regarding basic competence designed by Indonesia's government and full direction by the supervisor. In this study, putting games as fun learning really helps to improve students' courage and engagement. Also, the role of games in learning is important to attract interest and increase students’ motivation. The reward system is believed to be able to present a competitive spirit and will affect students' activity. The findings from data showed that students' capable of memorizing vocabulary and practicing greetings words every day. Keywords: Enhance Vocabulary, Flashcard Game, Interest, and Motivationen_US
dc.publisherUniversitas Islam Indonesiaen_US
dc.subjectEnhance Vocabularyen_US
dc.subjectFlashcard Gameen_US
dc.subjectInteresten_US
dc.subjectMotivationen_US
dc.titleUsing Flash Card as a Learning Media to Teach English in an Islamic Junior High Schoolen_US
dc.Identifier.NIM15322015


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