Devani Zulhisra, 2320103 (2024) The Effect of Using "Games to Learn English" toward Students' Vocabulary Mastery at the 8th Grade of Pondok Pesantren Adat dan Syara' Matur Mudiak. Sarjana thesis, Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi.
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Abstract
This research was conducted to address several problems identified by the researcher. First, the students bored and lazy to learn English especially vocabulary. Second, most of the students were difficult to learn vocabulary. One of the main challenges was that they had struggled remember the words they had learned. This difficulty often arose because they lacked effective media to remember vocabulary, such as using games. As a result, they often forgot the words in a short time. To solve this problem, the researcher implemented "Games to Learn English”. This game was chosen because it was be able to enhance vocabulary mastery and provides motivation. The research examined the effect of using "Games to Learn English" on students' vocabulary mastery in learning English. The approach this research was quantitative research method. In this research, the researcher employed a pre-experimental design. The researcher chose pre-experimental research because there were limited resources and the researcher had time constraints. The population in this research consisted of 66 students. The researcher used purposive sampling to select the participants of 8th-grade students at Pondok Pesantren Adat dan Syara’ Matur Mudiak. Data were collected by using a vocabulary test consisting of 30 multiple-choice questions, administered as both a pre-test and a post-test. The data was analyzed using Wilcoxon test to compare the pre-test and post-test scores. The researcher used SPSS to conducted the Wilcoxon test. Based on the statistical output, the Asymp Sig. value is 0.00, smaller than 0.05, indicating that the alternative hypothesis (Ha) was accepted. The results also showed that the mean score of the post-test (83.05) was significantly higher than the mean score of the pre-test (34.90). Therefore, it can be concluded that "Games to Learn English" is highly recommended for use in classes with students who have a low interest in English, because engaging and fun games can capture students' attention and motivate them to actively participate in learning, making the learning process more enjoyable and effective.
| Item Type: | Skripsi/Thesis/Disertasi (Sarjana) |
|---|---|
| Keywords: | Vocabulary Mastery, Games to Learn English, Learning Media |
| Subjects: | L Pendidikan > LB Teori dan praktek pendidikan > LB1049-1050.7 Keterampilan Belajar P Bahasa dan Sastra > PE English L Pendidikan > LB Teori dan praktek pendidikan > LB 1027.8 Teaching (Pengajaran) |
| Divisions: | Fakultas Tarbiyah dan Ilmu Keguruan > Pendidikan Bahasa Inggris |
| Depositing User: | Mrs - Savira Suaida |
| Date Deposited: | 02 Jul 2026 08:04 |
| Last Modified: | 02 Jul 2026 08:04 |
| URI: | https://repository.uinbukittinggi.ac.id/id/eprint/2369 |
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