Fawnia, Siti Alifa Fitri (2025) The Effectiveness of Game-Based Learning using Wordwall.net in English Vocabulary Acquisition among Seventh-Grade Students of Mts Ma’arif Al-Ishlah Bungkal Ponorogo. Undergraduate (S1) thesis, IAIN Ponorogo.
Preview |
Text
SITI ALIFA FAWNIA E THESIS neww.pdf Download (1MB) | Preview |
Abstract
ABSTRACT
Alifa Fitri Fawnia, Siti. 2025. The Effectiveness of Game-Based Learning using
Wordwall.net in English Vocabulary Acquisition among Seventh-Grade Students
of Mts Ma’arif Al-Ishlah Bungkal Ponorogo. Thesis, English Language
Teaching Department,Faculty of Tarbiyah and Teacher Training. State Islamic
Institute of Ponorogo. Advisor:Dr. Dhinuk Puspita Kirana, M.Pd.
Keywords: Game-based learning, Wordwall.net, Vocabulary Acquisition
Vocabulary plays a fundamental role in language learning. It is considered the
building block of language, as it connects directly to the four language skills:
listening, speaking, reading, and writing. Without sufficient vocabulary, learners
will struggle to understand others or express their own ideas effectively. Therefore,
vocabulary acquisition is essential for mastering English as a foreign language,
especially for junior high schoolstudents who are at the beginning stage of language
development.
The background of this research is rooted in the low vocabulary skills found
among students due to conventional teaching methods. Given the crucial role of
vocabulary in language acquisition, the use of an engaging and interactive learning
tool such as Wordwall.net is proposed as a solution to improve vocabulary skills in
seventh- grade students in Mts. Ma’arif Al-Ishlah Bungkal Ponorogo
The objective of this study is to determine whether game-based learning using
Wordwall.net significantly improves students’ English vocabulary acquisition
compared to traditional methods. This research employed a quantitative approach
with a quasi-experimental design involving two groups: an experimental class taught
using Wordwall.net and a control class taught through conventional methods. The
population consisted of 81 Seventh-grade students, and the sample was taken
purposively, comprising 20 students in the experimental class and 21 in the control
class. Data were collected using pre-tests and post-tests, and the analysis was
conducted using statistical tools including normality, homogeneity, and independent
t-tests.
The findings revealed that the experimental group’s average score increased
from 68.75 (pre-test) to 84.25 (post-test), while the control group’s average score rose
from 60.71 to 77.38. The statistical analysis confirmed a significant difference
between the two groups (sig. value = 0.017 < 0.05), indicating that the game-based
learning model using Wordwall.net was more effective in improving vocabulary
acquisition. These results support the use of interactive digital tools to foster greater
student engagement, motivation, and language development.
| Item Type: | Thesis (Undergraduate (S1)) |
|---|---|
| Thesis Supervisor: | Dhinuk Puspita Kirana |
| Subjects: | 13 EDUCATION > 1399 Other Education > 139999 Education not elsewhere classified |
| Divisions: | Fakultas Ilmu Tarbiyah dan Keguruan > Jurusan Tadris Bahasa Inggris |
| Depositing User: | Perpustakaan Pusat |
| Date Deposited: | 08 Apr 2026 03:20 |
| Last Modified: | 08 Apr 2026 03:20 |
| URI: | http://etheses.uinponorogo.ac.id/id/eprint/36935 |
Actions (login required)
![]() |
View Item |
