dc.description.abstract | This 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 Mastery | en_US |