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The Effect of Gamification in Board Game to Improve English Vocabulary in Junior High School

Pengaruh Gamifikasi dalam Board Game untuk Meningkatkan Kosakata Bahasa Inggris di Sekolah Menengah Pertama




Vocabulary, Gamification, learning media


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 in Junior High School. Data collection in the form of multiple choice and essay to measure English vocabulary improvement. The method used is quantitative method, data analysis using paired sample t test. The mean score of the post-test is 86.0732 is higher than the mean score of the pre-test is 66.9024, this means that there is an increase in 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.


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