Show simple item record

dc.contributor.authorNauval, Endy Dwi
dc.date.accessioned2023-01-21T03:14:05Z
dc.date.available2023-01-21T03:14:05Z
dc.date.issued2022-11-23
dc.identifier.urihttp://repository.unisma.ac.id/handle/123456789/6335
dc.description.abstractThis study aimed to investigate the effectiveness of Wordwall game on the student’s vocabulary mastery. This research used quantitative research with quasi-experimental design. The research subject were eighth grade student of Diponegoro Junior high school which is located in Sumbermanjing, Malang, East Java. Research Participant are 8B, which was as controlled class, and 8A, as experimental class. The data were obtained through pre-test and post-test. The result of data analysis reveals there was any difference between the mean score of pre-test in experimental class (54.00) and controlled class (62.80). Meanwhile, in post-test mean result showed control class got 77.33 and experimental class got 86.45. This research calculated the effectiveness wordwall game used in experimental class by independent sample t-test of IBM SPSS software in version 26. It showed the effect of using wordwall.net in Sig. value 2-tailed was 0.020 < 0.050. Alternative hypothesis (Ha) was accepted, while null hypothesis (H0) was rejected. Therefore, there is an effect on student’s vocabulary mastery after using wordwall game In addition, wordwall game could stimulate student’s motivation in learning new language with its features, such as game templates, theme, feedback section, and leaderboard. Key Words: Game, Students’ Vocabulary Masteryen_US
dc.language.isoenen_US
dc.publisherUniversitas Islam Malangen_US
dc.subjectTeacher Training and Educationen_US
dc.subjectEnglish Language Educationen_US
dc.subjectGameen_US
dc.subjectStudents’ Vocabulary Masteryen_US
dc.titleThe Effect of Wordwall Game on The Students’ Vocabulary Masteryen_US
dc.typeOtheren_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record