Using Digital Game Wordwall in Supporting English Vocabulary Mastery

English, a global language, weaves through education, business, relationships, technology, and science. Mastering vocabulary is pivotal for English proficiency. Utilizing media for vocabulary learning engages and challenges students, rendering the process more enjoyable and effective. This study looks into the effectiveness of using the digital game Wordwall to assist English Vocabulary Mastery at SMP Negeri 8 Samarinda. This study is being undertaken with the eighth graders of SMP Negeri 8 Samarinda. In this study, the researcher uses a mixed method with quasi-experimental design to compare two classes. The focus of this research is eighth grade, namely VIII C and VIII D. VIII D is the experimental class with 21 students and VIII C is the control class with 27 students. The quantitative data is acquired using multiple choice and fill-in-the-blank tests. Qualitative data is gathered through interviews. The results suggest that Wordwall media is effective in improving the vocabulary. Furthermore, Wordwall is a game/application that adds excitement, enthusiasm, and enjoyment to the learning environment. Wordwall entices students to use the application because to its appealing interface, simple gameplay, and broad selection of games.

Authors

Institutions

Publication Details

Journal
Borneo Educational Journal (Borju)
Published
2024-08-30
DOI
https://doi.org/10.24903/bej.v6i2.1657
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Using Digital Game Wordwall in Supporting English Vocabulary Mastery

Dzul Rachman, Artha Rattri Wardhana Rattri
2 citations
Borneo Educational Journal (Borju)
Educational Games and Gamification
1.58
article

Using Digital Game Wordwall in Supporting English Vocabulary Mastery

Dzul Rachman, Artha Rattri Wardhana Rattri
article en
2 citations

Abstract

English, a global language, weaves through education, business, relationships, technology, and science. Mastering vocabulary is pivotal for English proficiency. Utilizing media for vocabulary learning engages and challenges students, rendering the process more enjoyable and effective. This study looks into the effectiveness of using the digital game Wordwall to assist English Vocabulary Mastery at SMP Negeri 8 Samarinda. This study is being undertaken with the eighth graders of SMP Negeri 8 Samarinda. In this study, the researcher uses a mixed method with quasi-experimental design to compare two classes. The focus of this research is eighth grade, namely VIII C and VIII D. VIII D is the experimental class with 21 students and VIII C is the control class with 27 students. The quantitative data is acquired using multiple choice and fill-in-the-blank tests. Qualitative data is gathered through interviews. The results suggest that Wordwall media is effective in improving the vocabulary. Furthermore, Wordwall is a game/application that adds excitement, enthusiasm, and enjoyment to the learning environment. Wordwall entices students to use the application because to its appealing interface, simple gameplay, and broad selection of games.

Borneo Educational Journal (Borju)Vol. 6(2)
Universitas Islam Kalimantan Muhammad Arsyad Al Banjary (ID), Universitas Muhammadiyah Kalimantan Timur
Openalex Percentile: Top 16%
Educational Games and Gamification
1.58
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.