Students' Perception Of The Use "Game To Learn English" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students Of SMAN 1 Baros

This research aims to find out how students' perception of the use of game in increasing vocabulary mastery. This research was conducted in SMAN 1 Baros Kab. Serang. A qualitative method was used for this research and there were 30 students in the twelve class as the sample of this research. In collecting the data, this research used a questionnaire, interview, and observation. The findings took the result that most students agree and gave a positive response than the negative one of the uses of game in increasing vocabulary mastery. Game as a media gave the advantages and contribution to both the students to improve vocabulary mastery. 1) This media made the students feel enjoyable in learning English and made the learning process became fun; 2) This media gave a significant impact and increased students' vocabulary mastery and improved their English; 3) Using this media, the students had a chance to improve their English whenever they want to learn it. The conclusion could be taken that the students had positive responses and perceptions in using game as a media for increasing vocabulary mastery.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-08-31
DOI
https://doi.org/10.5281/zenodo.13764611
Primary Topic
Language Acquisition and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Students' Perception Of The Use "Game To Learn English" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students Of SMAN 1 Baros

Zenodo (CERN European Organization for Nuclear Research)
Language Acquisition and Education
article

Students' Perception Of The Use "Game To Learn English" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students Of SMAN 1 Baros

article en

Abstract

This research aims to find out how students' perception of the use of game in increasing vocabulary mastery. This research was conducted in SMAN 1 Baros Kab. Serang. A qualitative method was used for this research and there were 30 students in the twelve class as the sample of this research. In collecting the data, this research used a questionnaire, interview, and observation. The findings took the result that most students agree and gave a positive response than the negative one of the uses of game in increasing vocabulary mastery. Game as a media gave the advantages and contribution to both the students to improve vocabulary mastery. 1) This media made the students feel enjoyable in learning English and made the learning process became fun; 2) This media gave a significant impact and increased students' vocabulary mastery and improved their English; 3) Using this media, the students had a chance to improve their English whenever they want to learn it. The conclusion could be taken that the students had positive responses and perceptions in using game as a media for increasing vocabulary mastery.

Zenodo (CERN European Organization for Nuclear Research)
Sultan Ageng Tirtayasa University (ID)
Quality Education
Openalex Percentile: Top 47%
Language Acquisition and Education
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Students' Perception Of The Use "Game To Learn English" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students Of SMAN 1 Baros · Zenodo (CERN European Organization for Nuclear Research) (2024) | TGRS Research Map | TGRS