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The Effect of Using Gamification Teaching Methods on English Vocabulary Mastery At MI Safinda IV Bangkalan

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Date
2024-07-08
Author
Ramadlani, Anny Shobichah
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Abstract
This study aims to explore the effectiveness of gamification teaching methods in enhancing English vocabulary mastery among students at MI Safinda IV Bangkalan. Gamification, which integrates game elements such as points, badges, and leaderboards into the learning process, is hypothesized to increase student motivation and engagement in learning, which in turn positively impacts vocabulary acquisition. The study employed an experimental design involving two groups: a control group that received conventional teaching and an experimental group that was taught using gamification methods. The research instruments included pre-tests and post-tests to measure changes in students’ vocabulary mastery before and after the intervention, as well as questionnaires to evaluate student motivation and engagement during the learning process. The data collected were analyzed using ANCOVA to identify the significant effects of gamification methods on student learning outcomes. The findings revealed that students who learned through gamification experienced a significant increase in their vocabulary scores compared to those who were taught using conventional methods. Specifically, the post-test results showed an average increase of 8.86 points in vocabulary mastery within the experimental group, indicating that gamification methods were effective in improving vocabulary learning. This study provides a significant contribution to the literature on language teaching by demonstrating that gamification methods can be an effective tool in English vocabulary learning. The practical implications of this research suggest that English teachers may consider integrating gamification elements into their teaching strategies to improve student engagement and learning outcomes. However, the study also notes that the application of gamification should be tailored to the needs and abilities of students and take into account variations in individual learning styles. The study recommends further research to explore the long-term impact of gamification on vocabulary mastery and other language skills. Additionally, future studies could investigate how different gamification elements, such as digital games or game-based learning platforms, can be optimized to support language learning. Thus, gamification can become an integral part of a broader learning approach that combines various teaching methods to meet the diverse needs of students. Overall, the findings of this study confirm that gamification not only enhances vocabulary mastery but also improves student engagement and motivation, which are crucial factors in effective language learning. These findings can serve as a foundation for developing more innovative and responsive curricula and teaching strategies that cater to students' learning needs in the digital era. Keyword: gamification, vocabulary mastery, student engagement
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http://repository.unisma.ac.id/handle/123456789/10884
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PRISMA Knowledge Center
Perpustakaan dan Kearsipan UNISMA
Telp: 0341-581613, Fax.: 0341-552249
Addr: Jln. MT. Haryono 193, Kota Malang
UNISMA Repository Quick Access 
Digilib UNISMA
Unicat Discovery
APPTNU Repository Group