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The Use of Gamification Methods Through Thematic Activities to Enhance Vocabulary Mastery of Fifth Grade Students at SDN 006 Palembang Via Oktavita; Hartini Agustiawati; Ressy Novasyari; Na'imatul Husni
Journal of Research in Social Science and Humanities Vol 5, No 4 (2025)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/jrssh.v5i4.483

Abstract

This study examines the effectiveness of gamification methods integrated with thematic activities in enhancing the vocabulary mastery of fifth-grade students at SDN 006 Palembang. The research was motivated by students’ common challenges in memorizing and retaining vocabulary. The objective was to determine whether there is a significant difference in vocabulary achievement between students taught using gamification and those taught through conventional methods. A quantitative approach with a pre-test–post-test experimental design was applied. The participants were two fifth-grade classes: class 5B as the experimental group (N = 29) and class 5A as the control group (N = 30). A 50-item vocabulary test served as the main instrument. Due to the non-normal distribution of data, the Wilcoxon Signed-Rank Test was used for within-group analysis, and the Mann-Whitney U Test was used for between-group analysis.The results showed significant improvement in both groups from pre-test to post-test. However, the experimental group achieved a higher post-test mean rank (34.79) than the control group (25.37), with a statistically significant difference (p = .033). These findings indicate that the use of gamification integrated with thematic activities has a significant positive impact on improving vocabulary mastery among fifth-grade students.
THE EFFECTIVENESS OF HILOKAL APPLICATION ON SPEAKING SKILL FOR STUDENTS IN HIGH SCHOOL Hartini Agustiawati; Ressy Novasyari; Na'imatul Husni; Nia Anggraini
Journal of Research in Social Science and Humanities Vol 4, No 2 (2024)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/jrssh.v4i2.165

Abstract

Language is crucial for communication and understanding in various aspects of life, including economy, education, politics, and culture. English is the dominant language, but learning it can be challenging due to native speakers' unique personalities and cultures. Speaking ability is crucial for language development and fluency in a second language, and technology like Hilokal offers new opportunities for language learners to improve their skills through interactive apps. This study uses George's library research theory and qualitative research to understand Hilokal, a language learning app that bridges the gap between formal instruction and real-life language use. The app offers interactive games, real audio recordings, and movies to expose learners to native speakers' speech patterns, addressing barriers to building speaking skills. However, Hilokal has two main drawbacks: less popularity and usability compared to popular platforms like Duolingo, and may not be suitable for young learners due to its focus on active conversation. To compete, Hilokal needs to invest in targeted marketing, optimize its user interface, collaborate with language educators, and create an age-appropriate version for young learners.