MÉDIA GAME PUZZLE DINA NGARONJATKEUN KAMAMPUH MIKAWANOH KABEUNGHARAN KECAP BASA SUNDA (Studi Kuasi Ékspérimen ka Siswa Kelas VIII-C SMP 4 Muhammadiyah Margahayu Taun Ajaran 2014/2015) - Amalia, Rizka (2015)
Kasang tukang dina ieu panalungtikan nya éta kurangna kamampuh siswa dina mikawanoh masalah kabeungharan kecap basa Sunda. Ieu panalungtikan miboga tujuan pikeun mikanyaho naha aya béda anu signifikan tina kamampuh mikawanoh kabeungharan kecap basa Sunda siswa kelas VIII-C SMP 4 Muhammadiyah Margahayu saméméh jeung sanggeus ngagunakeun média game puzzle. Métode anu digunakeun dina ieu panalungtikan nya éta métode studi kuasi ékspérimén, kalawan desain one group pretest postest design. Sumber data dina ieu panalungtikan nya éta siswa kelas VIII-C SMP 4 Muhammadiyah Margahayu. Variabel bébas dina ieu panalungtikan nya éta Média Game Puzzle, sedengkeun variabel kaugerna nya éta kamampuh siswa dina mikawanoh kabeungharan kecap basa Sunda. Instrumén anu digunakeun pikeun ngumpulkeun data nya éta instrumén tés. Data anu geus aya diolah ngagunakeun analisis t test. Dumasar hasil panalungtikan anu geus dilaksanakeun, rata-rata hasil diajar mikawanoh kabeungharan kecap basa Sunda siswa kelas VIII-C saméméh ngagunakeun média game puzzle nya éta (84), sedengkeun rata-rata sanggeus ngagunakeun média game puzzle nya éta (97) geus saluyu jeung Kriteria Ketuntasan Minimal (KKM). Sabada dilakukeun analisis ngagunakeun t test harga titung (8,36) > ttabél (2,46). Hartina, média game puzzle bisa ngaronjatkeun kamampuh mikawanoh kabeungharan kecap basa Sunda siswa kelas VIII-C SMP 4 Muhammadiyah Margahayu. Kecap Galeuh: media pembelajaran, game puzzle, kosa kata. The background of this research is the low of students' ability to recognize Sundanese vocabulary. This study aims to find out the level of significance improvement in the ability to recognize Sundanese vocabulary of class VIII-C SMP 4 Muhammadiyah Margahayu before and after using the media puzzle game. The method used is experimental quasi study design with one group pre-test post-test design. Source of the data in this research is class of VIII-C SMP 4 Muhammadiyah Margahayu. The independent variable in this study is media puzzle game, while the dependent variable is the ability of students to recognize Sundanese vocabulary. The instruments used in data collection that the test instrument. Data were analyzed using t-test analysis. Based on the research that has been done, the average outcome from learn about vocabulary Sundanese class VIII-C before use media puzzle game is (84), while the average after using a media puzzle game is (97) has reached the Kriteria Ketuntasan Minimal (KKM). After analyzing using t-test the researcher obtained the calculated score titung (8,36) > ttabel (2,46). Therefore it is proven that the media puzzle game can improve the ability to recognize Sundanese vocabulary of class VIII-C SMP 4 Muhammadiyah Margahayu. Keywords: media, game puzzle, vocabulary.