The Effect Of Word Chain Game To Improve Students’ Vocabulary Mastery at SDN 88 Gresik

This study investigates the effectiveness of the Word Chain Game in improving vocabulary mastery among fifth-grade students at SDN 88 Gresik. Vocabulary is a critical component of language learning, especially in English as a Foreign Language (EFL) contexts, where engaging and effective teaching strategies are essential to motivate young learners. Using a quantitative pre-experimental design with one group pre-test and post-test, this research involved 31 students, with data collected through a written vocabulary test. The study aimed to measure changes in vocabulary knowledge before and after implementing the Word Chain Game as a classroom activity. Data analysis conducted using SPSS version 29 showed a significant improvement in students’ vocabulary scores. The average pre-test score was 63.87, while the post-test score increased to 90.06, indicating a meaningful enhancement in vocabulary mastery. Hypothesis testing confirmed a statistically significant effect, with a t-test value of <0.001, supporting the effectiveness of the Word Chain Game as a vocabulary teaching method. The findings suggest that incorporating word games like the Word Chain Game can make vocabulary learning more interactive, enjoyable, and memorable, thereby encouraging student participation and engagement. This study contributes to the growing body of evidence supporting game-based learning in language education and suggests practical applications for elementary language classrooms. Future research should explore the game’s long-term impact and potential for enhancing other language skills.

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Publication Details

Journal
Indonesian Teaching English to Speakers of Other Languages Journal
Published
2024-11-06
DOI
https://doi.org/10.30587/inatesol.v1i2.8790
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

The Effect Of Word Chain Game To Improve Students’ Vocabulary Mastery at SDN 88 Gresik

Septiana Putri, Slamet Asari, Paulina Paulina
Indonesian Teaching English to Speakers of Other Languages Journal
Educational Methods and Media Use
article

The Effect Of Word Chain Game To Improve Students’ Vocabulary Mastery at SDN 88 Gresik

Septiana Putri, Slamet Asari, Paulina Paulina
article en

Abstract

This study investigates the effectiveness of the Word Chain Game in improving vocabulary mastery among fifth-grade students at SDN 88 Gresik. Vocabulary is a critical component of language learning, especially in English as a Foreign Language (EFL) contexts, where engaging and effective teaching strategies are essential to motivate young learners. Using a quantitative pre-experimental design with one group pre-test and post-test, this research involved 31 students, with data collected through a written vocabulary test. The study aimed to measure changes in vocabulary knowledge before and after implementing the Word Chain Game as a classroom activity. Data analysis conducted using SPSS version 29 showed a significant improvement in students’ vocabulary scores. The average pre-test score was 63.87, while the post-test score increased to 90.06, indicating a meaningful enhancement in vocabulary mastery. Hypothesis testing confirmed a statistically significant effect, with a t-test value of <0.001, supporting the effectiveness of the Word Chain Game as a vocabulary teaching method. The findings suggest that incorporating word games like the Word Chain Game can make vocabulary learning more interactive, enjoyable, and memorable, thereby encouraging student participation and engagement. This study contributes to the growing body of evidence supporting game-based learning in language education and suggests practical applications for elementary language classrooms. Future research should explore the game’s long-term impact and potential for enhancing other language skills.

Indonesian Teaching English to Speakers of Other Languages JournalVol. 1(2)
Universitas Muhammadiyah Gresik (ID)
Openalex Percentile: Top 66%
Educational Methods and Media Use
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