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Subjek: Educational Game
DaftarKartu
ThesisOpen AccessMetadata saja

THE EFFECTIVENESS OF USING WORDWALL AS AN EDUCATIONAL GAME TO LEARN VOCABULARY MASTERY AT SMKN 3 METRO

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This research examines the effectiveness of Wordwall as an interactive learning medium to improve students' vocabulary mastery at SMKN 3 Metro. A quantitative method with a quasi-experimental design was implemented, involving 30 students from the XI TKL class, split equally berween a control group of 15 pupils and an experimental group of 15 students. Wordwall was used to teach vocabukary to the experimental group, while traditional education was given to the control group. Pre-test and post-test evaluations were used to gather data, and SPSS 29.0 was used for analysis, which applied the Mann-Whitney U Test and the Wilcoxon Signed Ranks Test. According to the findings, pupils in the experimental group outperformed those in the control group in terms of vocabulary acuistion. According to descriptive analysis, the mean pre-test score for the experimental group grew from 60.53 to 79.20, while the mean score for the control group increased from 44.27 to 56.27. additionally, the experimental group achieved a higher mean rank of 23.00, compared to 8.00 in the control group, indicating a statistically significant difference in post-test scores between the two groups, according to the Mann-Whitney U Test. These resukts support the idea that Wordwall is a useful tool for learning outcomes for children.

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