RISMAN, RISMAN (2025) Peningkatan Kemampuan Kosakata Siswa/i dengan Menggunakan Permainan Words of Wonders di SMA Negeri 8 Makassar = Improving Students' Vocabulary Mastery by Using Game "Words of Wonders" at SMA Negeri 8 Makassar. Skripsi thesis, Universitas Hasanuddin.
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Abstract (Abstrak)
Risman, 2025, Improving Students’ Vocabulary Mastery by Using Game “Words of Wonders” at SMA Negeri 8 Makassar (Supervised by Ria Rosdiana Jubhari and Marleiny Radjuni). This study aimed at investigating the application of digital word puzzle game of WoW (Words of Wonders) as a tool to increase students’ vocabulary mastery in the tenth graders of SMA Negeri 8 Makassar, Indonesia. The survey was prompted by some longstanding problems students encountered in their vocabulary learning for oral and written English production. Traditional teaching methods of vocabulary (relying heavily on memory and textbook design) were found to be uninspiring as well as an ineffective response to the learning needs of our students. An experimental group using the WoW game and a control group taught with traditional methods were implemented to study a more interactive and engaging option (Quasi-experimental) designed by the author. Research instruments were pre-test and post-test for vocabulary enhancement; questionnaires, and observation checklist for qualitative perspectives on student engagement, participation, and learning. The result of the statistical analysis indicated that experimental group was significantly in improved performance of vocabulary (28.29%) as compared to control group (6.1%). Statistical comparison by independent and paired t-tests determined that the differences in the observed stimulation effects were statistically significant at 0.05 level. Such findings were also corroborated by qualitative data that explained how the game-based template enhanced students' motivation, promoted peer-interaction, and led to an enriched and fun learning atmosphere in class. A few minor issues were found with vocabulary and spelling and some technical aspects, and times limited the students' ability response. The game, according to most of the participants, helped them in learning the words in a better way and it made the learning interesting. Overall, the research concludes that the integration of digital games such as Words of Wonders in the English language curriculum contributes to the substantive development of the learners' vocabulary, an engagement in an active learning process, and the ensuing level of interest in the learning process among high school students. The study provides important pedagogical implications for English teachers, curriculum makers and educational institutions which aim at incorporating technology-enhanced learning tactics into vocabulary teaching.
Keywords: vocabulary mastery, game-based learning, Words of Wonders, EFL, quasi-experimental design.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Uncontrolled Keywords: | vocabulary mastery, game-based learning, Words of Wonders, EFL, quasi-experimental design. |
| Subjects: | P Language and Literature > PE English |
| Depositing User: | Rasman |
| Date Deposited: | 20 Nov 2025 05:29 |
| Last Modified: | 20 Nov 2025 05:29 |
| URI: | http://repository.unhas.ac.id:443/id/eprint/50857 |
