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THE USE OF SOFTWARE GAMES TO IMPROVE STUDENTS’ VOCABULARY MASTERY (A CLASSROOM ACTION RESEARCH ON THE FOURTH GRADE OF SD NEGERI KARANGPUTAT 01 IN 2008 2009ACADEMIC YEAR)

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Figure 1: Components, relationships, and aspects of a game. Smed and
Table 1: Academic Software Summary Lever Duffy et al (2002: 169)
Table 2: Academic Software Games Examples
Figure 2: Action research scheme
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