Yecci Oktavia Angla, 1605180019 (2021) The Use Of Crossword Puzzle As A Game In The English Learning Classroom. Skripsi thesis, Universitas Muhammadiyah Aceh.
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Abstract
This research is entitled “The Use of Crossword Puzzle as a Game in the English
Learning Classroom”. The aims of this research were to find out how to use
crossword puzzle as a game in the English learning classroom and to find out
whether using crosswords puzzle as learning strategy can increase students’
interest or not. This research was conducted at SMP Negeri 14 Banda Aceh. In
this research, the writer used quantitative research. The writer used purposive
sampling technique to determine the sample. The researcher chose class VIII A as
sample which consisted of 13 students. In collecting the data, the writer used test
and questionnaire. The result of test showed the score the participant increase as
many as 13%. The result of this research almost students strongly agree (92%) of
crossword puzzle can be used as a game and can also increase students’ interest in
the English learning classroom.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Additional Information: | Pembimbing: 1.Rahmatun Nisa, S.Pd.I., M.Pd. 2.Cut Mawar Helmanda, S.Pd.I., M.Pd |
| Uncontrolled Keywords: | Crossword Puzzle, Game |
| Subjects: | 370 Ilmu Pendidikan > 420 Pendidikan Bahasa Inggris |
| Divisions: | FAKULTAS TARBIYAH > Tadris Bahasa Inggris |
| Depositing User: | Repository 1 |
| Date Deposited: | 16 Sep 2026 03:24 |
| Last Modified: | 16 Sep 2026 03:24 |
| URI: | http://repository.unmuha.ac.id/id/eprint/3664 |
