The Effect of Using Educational Games as the Features in Rumah Belajar toward Student’s Vocabulary Mastery at the Seventh Grade of SMPN 1 Pasarkemis

Helga Merilla Zafirah Widad, John Pahamzah, Ezis Japar Sidik

Abstract


This research is aimed to find out any significance effect of Educational Games as the features in Rumah Belajar toward student’s vocabulary mastery at the seventh grade of SMPN 1 Pasarkemis. This research is a quantitative research method by implementing a quasi-experimental design. This study involved 78 students as the sample, consisted of 39 students in the experiment class and 39 students in the control class. Pre-test was given to both classes at the first meeting and then the post-test at the last meeting. To find the effect, the post-test was provided to both classes. The hypothesis testing was computed using the independent sample t-test through SPSS 25.0. The result demonstrated the positive effect of Educational Games in Rumah Belajar toward students' vocabulary mastery at the seventh grade of SMPN 1 Pasarkemis. The result of Sig. (2-tailed) of Independent T-test at 0.000, which was lower than 0.05 (0.000<0.05). Therefore, this demonstrates that the alternative hypothesis is accepted. It means using educational games increase students’ vocabulary skills. Therefore, it can be concluded that there is any significant effect of using educational games in Rumah Belajar toward student’s vocabulary mastery at the seventh grade of SMPN 1 Pasarkemis.


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DOI: http://dx.doi.org/10.30870/aiselt.v8i1.22242

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