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10 hasil
Subjek: Vocabulary
DaftarKartu
ThesisOpen AccessMetadata saja

Pengaruh Media Game Based Learning (GBL) Untuk Menambah Kosakata Bahasa Arab

•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This article examines the influence of game-based learning media using the RPG Maker MV application in improving the addition of Arabic vocabulary. Game-based learning media is an educational approach that integrates gaming elements into the process. This study aims to prove the effectiveness of game-based learning media and its influence on the addition of students' vocabulary at the Insan Mulia Punggur Islamic Boarding School. This research is a type of quantitative research using a pre-experimental design research method with a pretest-posttest design of one group. The data collection techniques in this study include observation, testing and documentation. The test tools used in this study are pre-test and post-test. The results of this study show that the use of Game Based Learning media using the RPG Maker MV application has a positive effect on the addition of Arabic vocabulary. This study provides concrete evidence that learning media is effectively used as a tool to improve students' memory and vocabulary understanding of Arabic.

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ThesisOpen AccessMetadata saja

Improving Student's Vocabulary Mastery Through Game Based Learning Using Kahoot! In English Class For VIII Grade Student's At UPTD SMPN Satu Atap 3 Pesawaran In The Academic Year 2025/2026

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Vocabulary mastery is a crucial aspect of English language learning as it forms the foundation for understanding and using the language effectively. However, based on initial observations in the 8th-grade class at UPTD SMPN Satu Atap 3 Pesawaran, students’ vocabulary skills remain relatively low. Many students struggle to understand word meanings, recognize word forms, and use vocabulary in simple sentences, which also contributes to low participation and motivation in the classroom. This study aims to improve students’ vocabulary mastery through the implementation of Game-Based Learning using Kahoot. This study employs the Classroom Action Research method, conducted in two cycles comprising the stages of planning, action, observation, and reflection. Research data were obtained through vocabulary tests, observation sheets, and learning documentation. The results showed an improvement in students’ vocabulary skills following the implementation of Kahoot, evidenced by an increase in the average student score from 63.2 in the initial phase to 68.7 in Cycle I and further to 76.2 in Cycle II, as well as an increase in the number of students meeting the learning mastery criteria. In addition, the use of Kahoot encourages students to be more active, motivated, and enthusiastic about the learning process. Thus, the implementation of game-based learning through Kahoot can serve as an effective teaching strategy to improve students’ vocabulary mastery in English language learning.

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ThesisOpen AccessMetadata saja

Improving Students’ Greeting Vocabulary Mastery Through English Songs At Sd Muhammadiyah

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This study aims to improve the vocabulary mastery of first-grade students at SD Muhammadiyah Metro Pusat through the use of English songs as a learning medium. The main focus of this study lies in greetings as a basic communicative competence for young learners. By applying a Classroom Action Research (CAR) design following the Kemmis and McTaggart spiral model, this research involved 33 participants consisting of 16 males and 17 females during the 2025/2026 academic year. Data were collected comprehensively through validated researcher-made vocabulary tests, observation sheets, field notes, and visual questionnaires to ensure the validity of the findings. Data analysis was conducted by combining descriptive statistics for quantitative results and qualitative descriptive analysis to capture student behavior patterns. The results showed that the integration of English songs significantly improved student engagement and memory, with 85% of students successfully achieving a minimum mastery score of 80 or higher. In conclusion, English songs proved to be effective as reliable cognitive and affective tools in early childhood English education. The implications of this research suggest that elementary school educators should integrate musical elements to create a more interactive and enjoyable learning environment.

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Efektivitas metode kooperatif tipe times games tournament (TGT) untuk meningkatkan pemahaman mufrodat siswa

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Purpose This study aims to determine the effectiveness of the Teams Games Tournament (TGT) cooperative learning method in improving Arabic vocabulary mastery among eighth-grade students. Design/methodology/approach - This study used a quantitative approach with a one-group pretest–posttest design. The sample consisted of 20 students selected through total sampling. Data were collected using vocabulary tests and analyzed using a paired sample t-test with SPSS. Findings/results The results showed a significant improvement in students’ scores, increasing from 66.60 (pretest) to 82.95 (posttest), with a gain of 16.35 points. Statistical analysis indicated a significant difference (p 0.05), confirming the effectiveness of the TGT method. Originality/value - This study highlights the effectiveness of the TGT method in enhancing students’ vocabulary mastery through interactive and cooperative learning activities.

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The Effectiveness of Wayground as a Gamified Assessment Tool for Mastering Vocabulary at a Junior High School

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

The present study involved seventh-grade students from classes VII A and VII B at SMP Negeri 02 Abung Surakarta. In this context, vocabulary mastery was emphasized as a core element of English language learning, as it serves as the foundation for the development of key language skills, including reading, writing, and speaking. In this study, Wayground was employed as a gamified assessment tool in class VII A, whereas class VII B received instruction and assessment through conventional methods. The post-test results showed that students in class VII A obtained a higher mean score (89.05) compared to those in class VII B, who achieved a mean of 72.78. To examine the significance of this difference, an independent samples t-test assuming unequal variances (Welch’s t-test) was performed at the 0.05 significance level. The analysis revealed a t-value of 2.84, which was greater than the critical value of 2.06. The p-value (0.008) was lower than the significance level of 0.05, confirming that the difference was statistically significant. Therefore, the null hypothesis (H₀) was rejected, indicating that the use of Wayground as a gamified assessment tool resulted in a statistically significant difference in students’ English vocabulary mastery.

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The Effectiveness Of Netflix As A Digital Efl Learning For Mastering Vocabulary at 2nd-Semester Of English Education University Of Ma’arif Lampung

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This study aims to examine the effectiveness of vocabulary acquisition through Netflix at 2nd semester University of Ma’arif Lampung. The researchers have identified common problems in the learning process. The difficulty of understanding vocabulary in writing subject. This is due to the lack of opportunities for them to practice using English vocabulary with their classmates, both inside and outside the classroom. As a result their vocabulary mastery is still underdeveloped, such as improper pronunciation, low vocabulary mastery, low level of motivation, and low grammar mastery. This type of research uses experimental quantitative research population refers to a specific group of objects or subjects that share certain qualities and characteristics defined by the researcher for the purpose of study and the drawing of conclusions. Data collection was carried out through testing, followed by a t-test to analyze the results. The analysis showed that the experimental group achieved an average post-test score of 83,63636, while the control group scored an average of 59,09091. Using the t-Test: Two-Sample Assuming Equal Variances, the calculated t-value was 7,961866, which is significantly higher than the critical t-value of 0.249. Based on the decision rule for this test, the alternative hypothesis (Hₐ) is accepted and the null hypothesis (H₀) is rejected. Based on the value of t-count, the calculation is greater than t-table, which is with a value of 7.961866, which is greater than the t-table with a value of 2.085963. Thus, Netflix affects the mastering vocabulary of 7.961866 while the other factor of 0.92039 is influenced by other aspects that are not studied in this study. These findings suggest that Netflix has a significant positive impact on improving vocabulary mastery among second-semester English education students

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ThesisOpen AccessMetadata saja

Effectiveness of using animation films in improving students' mastery of English vocabulary

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Vocabulary learning is a fundamental aspect in mastering English. However, there are still many students who experience difficulty in understanding and remembering new vocabulary. This research aims to test the effectiveness of using animated film media in increasing the English vocabulary acquisition of class VIII students at MTs Nurul Falah. The method used in this research is a quantitative method with a Time Series Design, where data is collected through pretest and posttest which are analyzed using statistical tests. The research sample consisted of 45 students who were divided into two groups: an experimental group that used animated film media and a control group that used conventional learning methods. The results of data analysis show that there is a significant increase in the posttest results of the experimental group compared to the control group. The t test produced a calculated t-value of 6.85 with a significance of 0.001 (0.05), which shows that the use of animated films is effective in increasing students' vocabulary acquisition. Apart from that, the results of observations show that students are more active, enthusiastic and motivated during learning when using animated films. This research supports the theory that visual-based media can improve students' memory and understanding of lesson material. Thus, the use of animated films can be recommended as an innovative teaching strategy in learning English vocabulary

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THE EFFECTIVENESS OF DUOLINGO AS A MEDIUM VOCABULARY LEARNING FOR VOCATIONAL SCHOOL AT SMK MA'ARIF 1 METRO

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This research focuses on grade XI students of the Institutional Financial Accounting (AKL) and Fashion Management (TB) programs at SMK Ma'arif 1 Metro. Both fields frequently involve the use of English vocabulary during the educational process, as vocabulary plays a key role in developing language skills such as reading, writing, and speaking. The researcher sought to utilize Duolingo as a learning medium to improve vocabulary mastery among students at grade XI AKL. A quantitative research method with a quasi-experimental design was employed. The subjects of the study included students from both the AKL and TB programs. A random sampling technique was used, designating the selected class XI AKL as the experimental group and class XI TB as the control group. Data were gathered through testing, and a hypothesis test was conducted using the t-test. The findings revealed that the average post-test score for the experimental group was 88.75, compared to 63 for the control group. According to the t-Test results: Two-Sample Assuming Equal Variances, the t-count was 5.79, which exceeds the t-table value of 2.20. Consequently, based on the decision-making criteria for the paired sample t-test: Two Sample Assuming Equal Variances, the alternative hypothesis (Ha) is accepted while the null hypothesis (H0) is rejected. The results indicate that Duolingo is significantly effective in enhancing vocabulary mastery among students in grade XI AKL.

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The Use Rubik Cube Media To Improve Students' English Vocabulary Madrasah Aliyah Roudlotut Tholibin

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

English vocabulary mastery plays a crucial role in students' language proficiency and communication skills. However, many students struggle with memorizing and effectively using new vocabulary. This study investigates the effectiveness of using Rubik’s Cube as a learning medium to enhance students’ English vocabulary at Madrasah Aliyah Ma'arif Roudlotut Tholibin. The research employs a Classroom Action Research (CAR) method, following the Kemmis and Taggart model, consisting of four stages: planning, action, observation, and reflection. The study involves students from class XI, divided into two groups (XA and XB), using a combination of observations, questionnaires, tests, and documentation for data collection. The findings indicate that integrating Rubik’s Cube into vocabulary learning improves students’ retention, motivation, and engagement. The study also highlights the potential of game-based learning in fostering an interactive and enjoyable learning environment. These results provide valuable insights for educators in developing innovative teaching strategies to enhance English vocabulary acquisition.

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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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