Fawnia, Siti Alifa Fitri (2025) ===TAMBAHKAN LEMBAR PERNYATAAN PERSETUJUAN PUBLIKASI=== THE EFFECTIVENESS OF GAME-BASED LEARNING USING WORDWALL.NET IN ENGLISH VOCABULARY ACQUISITION AMONG SEVENTH-GRADE STUDENTS AT MTS MA’ARIF AL-ISHLAH BUNGKAL PONOROGO. Undergraduate (S1) thesis, IAIN Pomorogo.
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Abstract
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 school students 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 Sep 2025 01:34 |
| Last Modified: | 08 Sep 2025 01:34 |
| URI: | http://etheses.uinponorogo.ac.id/id/eprint/35210 |
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