Sayid Ma’rifatulloh
Universitas Hasyim Asy’ari

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The Effectiveness of Using Crossword Puzzle Game Towards Students’ Vocabulary Mastery Syavira Wahidah Alfaini; Sayid Ma’rifatulloh
Surakarta English and Literature Journal Vol 6 No 2 (2023): Volume 6 Number 2 August 2023
Publisher : Faculty of Language and Literature, University of Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52429/selju.v6i2.155

Abstract

This study sought empirical proof of the effectiveness of using crossword puzzle games to help students in class VIIB of SMPN 1 Diwek learn vocabulary during the academic year 2022–2023. Pre-experimental design and quantitative methodology were utilized in this study's research design. Students in class VIIB are the sample in this study. According to the research findings, there is a noticeable difference in students' vocabulary proficiency before and after using crossword puzzle games to teach them. The outcome of the descriptive statistics revealed that (85.78 > 69.53) the mean score of the students' posttest was higher than the mean score of their pretest. Additionally, the results of this research were calculated using the paired sample t-test. The outcome is a significance value between 0.000 and 0.05. It denotes acceptance of the alternative hypothesis (H1) and rejection of the null hypothesis (H0). Thus, it can be stated that employing crossword puzzle games to teach kids vocabulary is beneficial because there is a noticeable change in their vocabulary achievement before and after the application of the strategy.
THE EFFECTIVENESS OF USING ANAGRAM GAME TO IMPROVE STUDENTS’ VOCABULARY MASTERY Fadhilatul Lailiyah; Sayid Ma’rifatulloh
J-Shelves of Indragiri (JSI) Vol 6 No 1 (2024): J-Shelves of Indragiri (JSI)
Publisher : Program Studi Pendidikan Bahasa Inggris

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61672/jsi.v6i1.2777

Abstract

The objective of this research is to find out whether or not the use of anagram game effective to improve the students’ vocabulary mastery. The researcher conducted a pre-experimental group design. The population of this research is the seventh-grade students of SMPN 1 Diwek Jombang in academic year 2023-2024. The total number of the first-class is 256 students. The sample in this study was class VII-A SMPN 1 Diwek Jombang, totaling 32 students. Based on the data normality test that has been carried out by the researcher, it shows that sig. 2-tailed in pre-test is 0.200 and post-test is 0.100 meaning that the data is normally distributed, the it will be continued with a simple paired t-test. Based on the testing of hypothesis terms, if the score of t is sig. <0.05, H1 is accepted and H0 is rejected. On the simple paired t-test calculation, the data shows sig. (2-tail) 0.000. the data is smaller than 0.05, meaning that H0 is rejected and H1 is accepted.
Increasing Student Motivation in Learning English Through Digital Ice-Breaking Activities Moch Irfani; Sayid Ma’rifatulloh
Journal of English Language and Education Vol 10, No 6 (2025)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v10i6.1632

Abstract

In this digital era, students often lack motivation in conventional English learning. Although ice-breaking is found to be helpful, conventional methods can feel monotonous for students who are familiar with digital technology, and the impact of digital ice-breaking has not been widely explored. This study aims to determine the effectiveness of digital ice-breaking (using platforms such as Bamboozle, Kahoot! and Quizizz) on the learning motivation of eighth-grade students at SMP Negeri 1 Diwek. A pre-experimental design with one pre-test/post-test group was used on 31 eighth-grade students in class C. Motivation was measured using a questionnaire before (pre-test) and after (post-test) the digital ice-breaking treatment. The results showed a statistically significant difference (p = 0.009) between the pre-test motivation scores (mean = 30.29) and post-test scores (mean = 33.36). The Paired Samples T-test (t = -2.790) and moderate effect size (Cohen's d = -0.501) confirmed the positive impact of the treatment. Digital ice-breaking proved to be effective in increasing students' motivation in learning English.