Journal of English Education and Teaching (JEET)
Vol. 7 No. 3 (2023): Journal of English Education and Teaching

The Effect of Gamification in Board Game to Improve Students’ English Vocabulary

Syahfrina Rahmawati (Universitas Muhammadiyah Sidoarjo)
Vidya Mandarani (Universitas Muhammadiyah Sidoarjo)
Fika Megawati (Universitas Muhammadiyah Sidoarjo)



Article Info

Publish Date
26 Jul 2023

Abstract

This study aims to determine whether there is a difference between the learning outcomes of English vocabulary improvement in descriptive text learning for students before and after the Gamification method is applied. The subjects of this study were 41 students of MTS Muhammadiyah 1 Taman. Data collection using tests in the form of multiple choice and essay to measure learning outcomes in English vocabulary improvement. The method used is quantitative method, data analysis using paired sample t test. The results show that the mean score of the post-test is higher than the mean score of the pre-test, this means that there is an increase in learning outcomes of English vocabulary after the Gamification method is applied, the results also show that the significance obtained is 0.000, which is smaller than 0.05, thus Ho is rejected and Ha is accepted. This means that there is a significant difference between the learning outcomes of English vocabulary in descriptive text learning before and after the implementation of learning strategies using the Gamification method.

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Journal Info

Abbrev

JEET

Publisher

Subject

Languange, Linguistic, Communication & Media

Description

Journal of English Education and Teaching (JEET) with online ISSN 2622-5867 is a journal which is published four times a year in December, March, June, and September. We accept mainly research-based articles related to English Education and Teaching. The articles must be in ...