Fadlilah, Shofi Shohibatul (2026) The Effectiveness of Using Snakes and Ladders Game to Teach English Vocabulary Mastery of The Seventh Grade Students At MTS Ma'arif Balong Ponorogo. Undergraduate (S1) thesis, IAIN PONOROGO.
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Abstract
This research was motivated by the low vocabulary mastery of seventh-grade students at MTs Ma'arif Balong. This is caused by monotonous and uninteresting learning methods. Students become unmotivated and struggle to understand vocabulary. Learning also tends to be passive and less interactive. Therefore, more engaging learning media, such as the Snakes and Ladders game, are needed.
The research question is whether the Snakes and Ladders game is effective in improving students' vocabulary mastery. This study also aims to determine the differences in learning outcomes between game-based and conventional methods. The problem arises from low student learning outcomes. Teachers also need innovative learning strategies. Therefore, the research focused on the use of game-based media.
This study used a quantitative approach with a quasi-experimental design. The subjects consisted of an experimental class (Grade VII A) and a control class (Grade VII C), each with 18 students. The experimental class used the Snakes and Ladders game, while the control class used conventional methods. The instrument used was a multiple-choice vocabulary test and short answer questions based on the "My Online Class" material. It was validated using Pearson Product-Moment correlation, with all 15 items declared valid and a reliability value of 0.763, a high category based on Cronbach's Alpha. Data were collected through pre- and post-tests and analyzed using descriptive statistics, the Wilcoxon Signed-Rank test, and the Mann-Whitney U test.
The results showed that the average score of the experimental class increased from 79.44 in the pre-test to 89.44 in the post-test, while the control class's score increased from 73.33 to 85.56. The Wilcoxon Signed-Rank test on the experimental class yielded a significance value of 0.001 (p < 0.05), indicating a statistically significant improvement in the group. However, the Mann-Whitney U test comparing the two classes yielded a significance value of 0.271 (p > 0.05), indicating no statistically significant difference between the experimental and control classes. The N-Gain score for the experimental class was 0.4138 and the control class was 0.4104, both of which are in the moderate category.
It can be concluded that the Snakes and Ladders game improved students' vocabulary mastery. Although not statistically significant, this media had a positive impact. Students became more motivated and active in learning. Learning also became more enjoyable and interactive. Therefore, this media can be used as an alternative learning tool.
| Item Type: | Thesis (Undergraduate (S1)) |
|---|---|
| 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: | 15 Jun 2026 02:57 |
| Last Modified: | 15 Jun 2026 02:57 |
| URI: | http://etheses.uinponorogo.ac.id/id/eprint/39485 |
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