This study examined the effect of Educaplay, a game-based learning platform, on the English vocabulary mastery of 11th-grade students at MAN 2 Serang City. A quasi-experimental non-equivalent control group design was used with 72 students (36 experimental and 36 control) who completed vocabulary mastery exams in meaning, form (spelling), and contextual use. The experimental group was taught through interactive games from Educaplay, while the control group used typical teacher-centered techniques. Results showed a significant improvement in the experimental group, with the mean scores increasing from 75.13 to 86.52 (+11.39 points), and the control group increased from 72.22 to 78.33 (+6.11 points). Results of the Mann-Whitney U test (Sig. 0.000 < 0.05) and independent t-test (t = 5.727 > 1.994) demonstrated statistically significant differences between groups. Effect size analysis (Cohen’s d = −1.850) indicated a large practical effect. These findings highlight the effectiveness of Educaplay as an alternative to traditional approaches in improving vocabulary learning in the Islamic secondary education context.
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