Search for collections on IAIN SAS Babel Repository

Improving students’ vocabulary achievement through web-based vocab game on gamestolearnenglish.com to 7th grade students at SMPN 1 Puding Besar

Destiana, Destiana (2026) Improving students’ vocabulary achievement through web-based vocab game on gamestolearnenglish.com to 7th grade students at SMPN 1 Puding Besar. Undergraduate thesis, Institut Agama Islam Negeri Syaikh Abdurrahman Siddik.

[thumbnail of Halaman Awal_2213025.pdf] Text
Halaman Awal_2213025.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)
[thumbnail of BAB I_2213025.pdf] Text
BAB I_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (326kB) | Request a copy
[thumbnail of BAB II_2213025.pdf] Text
BAB II_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (707kB) | Request a copy
[thumbnail of BAB III_2213025.pdf] Text
BAB III_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (345kB) | Request a copy
[thumbnail of BAB IV_2213025.pdf] Text
BAB IV_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (484kB) | Request a copy
[thumbnail of BAB V_2213025.pdf] Text
BAB V_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (138kB) | Request a copy
[thumbnail of Daftar Pustaka_2213025.pdf] Text
Daftar Pustaka_2213025.pdf - Accepted Version
Restricted to Repository staff only

Download (173kB) | Request a copy

Abstract

This study was aimed to investigate the implementation of a web-based vocab game in improving students’ vocabulary achievement and to determine whether there was a significant difference in vocabulary achievement between students taught using the game and those taught through conventional learning activities. This study employed a quantitative quasi-experimental design involving 48 seventh-grade students at SMPN 1 Puding Besar, consisting of 24 students in the experimental class and 24 students in the control class. The data were collected through observation sheets, pre-test, post-test, and documentation. The pre-test and post-test data were analyzed using SPSS. The observation sheet results showed that the percentage of students demonstrating a very good understanding of noun vocabulary increased from 8% to 87%, while adjective vocabulary increased from 8% to 83%. The experimental class mean score increased from 56.87 in the pre-test to 75.62 in the post-test, while the control class mean score increased from 57.08 to 63.54. The Independent Samples T-Test showed that the absolute value of the t-obtained (2.282) was higher than the t-table (2.013), and the significance value was 0.027 < 0.05. Therefore, the null hypothesis was rejected. The findings indicate that the web-based vocabulary game effectively improved students’ vocabulary achievement and resulted in a statistically significant difference compared with conventional learning activities. These findings highlight the potential of web-based vocabulary games to support vocabulary learning among seventh-grade students.

Item Type: Thesis (Undergraduate)
Keywords: vocabulary achievement; web-based vocabulary game
Subjects: 400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 423 Kamus bahasa Inggris
400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 425 Tata bahasa bahasa Inggris
Divisions: Fakultas Tarbiyah > Tadris Bahasa Inggris > Tugas Akhir Mahasiswa
Depositing User: Destiana Destiana
Date Deposited: 05 Oct 2026 07:36
Last Modified: 05 Oct 2026 07:36
URI: https://repository.iainsasbabel.ac.id/id/eprint/5603

Actions (login required)

View Item
View Item