Word Find Games for Learning Vocabulary in Junior High School

Robi'atul Addawiyyah, Yayu Heryatun, Rohman Rohman

Abstract


This research discussed learning vocabulary in 8th grade junior high school through mobile games (Word Find). To get the results, researchers used the pre-experimental research design which was carried out to 8th junior high school at MTsN 5 Tangerang. The population used is 35 students in one class. The researchers used purposive sampling. Researchers used tests in the research. There are two tests, namely pre-test and post-test. Pre-test and post-test were conducted to compare whether the implementation of mobile games was effective or not in this research. The data were collected using pre-test and post-test. The result showed that the average pre-test result is 5.22 and the average post-test result is 8.1. According to the data, the value of  is bigger than,  = 0,046 >  = -2,032. So, Ho is rejected and Ha is accepted. It means this application is effective and the teachers can use a Word Find application as vocabulary learning media.

Full Text:

PDF

References


Alizadeh, I. (2016). Vocabulary teaching techniques: A review of common practices. International Journal of Research in English Education, 1 (1), pp. 22–30.

Andrew, D.P., Pedersen, P, & McEvoy, C.D. (2011). Research methods and design in sport management. Champaign: Human Kinetics.

Ashraf, H., Motlagh, G., & Salami, M. (2014). The impact of online games on learning english vocabulary by iranian (low-intermediate) EFL learners. Procedia-social and behavioral sciences, 98, pp. 287–88.

Bauer, L. (1998). Vocabulary. New York: Routledge.

Chehimi, F., Clarke, L., & Coffey, M., et al. (2018). Games on symbian os a handbook for mobile development. Chichester: John Wiley & Sons.

Chesy, L. 2018. The use of word search puzzles to teach students’ vocabulary mastery (a survey at english education study program, FKIP Untan Pontianak, Pontianak - West kalimantan).

Cohen, L., Manion, L., & Morrison, K. (2007). Research methods in education. New York: Routledge Taylor & Francis Group.

Danna, M. (2003). Awesome word search puzzles for kids. New York: Sterling Publishing Co., Inc.

Lehr, F., Osborn, J., & Hiebert, E.H. (2000). A focus on vocabulary. Pacific Resources for Education and Learning, pp. 1–23.

Nguyen, D. (2015). Understanding perceived enjoyment and continuance intention in mobile games ( a survey at school of business, Aalto University, Otakaari - Espoo).

Phakiti, A. (2014). Experimental research methods in language learning. London: Bloomsboory Publishing.

Phung, H. (2021). A study on the techniques of presenting vocabulary to increase students’ motivation. Journal of English Language Teaching and Applied Linguistics, 3 (5), pp. 45–54.

Said, M.M. (2021). English vocabulary. Bandung: Media Sains Indonesia.

Sarstedt, M, & Mooi, E. (2019). Hypothesis testing and ANOVA. https://doi.org/10.1007/978-3-662-56707-4_6 (Accessed at May 29, 2022).

Sheppard, B. (2002). World-championship caliber scrabble. Artificial Intelligence, 134 (1–2), pp. 241–75.

Syamsi, K. (1998). Metode pembelajaran kosakata. Cakrawala Pendidikan, 1 (2), pp. 15–21.

Webb, S. (2012). Depth of vocabulary knowledge. Oxford: Blackwell Publishing Ltd.




DOI: http://dx.doi.org/10.48181/jelts.v6i2.19555

Refbacks

  • There are currently no refbacks.


Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.  

Journal of English Language Teaching and Cultural Studies is published by English Education Department, Postgraduate, Universitas Sultan Ageng Tirtayasa, Indonesia.

E-mail: [email protected]

My Stats