THE EFFECTIVENESS OF USING EDUCATIONAL BOARD GAMES ON STUDENTS’ VOCABULARY MASTERY AT JUNIOR HIGH SCHOOL

SINTA, KURNIA SARI (2025) THE EFFECTIVENESS OF USING EDUCATIONAL BOARD GAMES ON STUDENTS’ VOCABULARY MASTERY AT JUNIOR HIGH SCHOOL. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRACT A lack of vocabulary mastery is one of the significant obstacles in learning English in the classroom. This study examines the effectiveness of using board games as an intervention to overcome this obstacle. Board games were chosen as a medium because of their ability to encourage active student participation, which is a crucial element in enriching their vocabulary. This study investigates the effectiveness of educational board games on the vocabulary mastery of seventh-grade students at SMPN 24 Bandar Lampung. It specifically aims to determine if a significant difference exists in vocabulary scores between students taught using board games and those taught with conventional methods. Conducted in the second semester of the 2024/2025 academic year, this research employed a quasi-experimental, pre-test-post-test design. A total of 60 students (N=30 experimental, N=30 control) were selected through purposive sampling. The experimental group learned vocabulary using educational board games, while the control group followed conventional instruction. Data were collected via a 50 item multiple-choice test and analyzed using an Independent Samples T-test. The analysis revealed a statistically significant difference in post-test scores between the experimental and control groups (t(58) = 8.575, p < 0.001). The experimental group demonstrated significantly higher vocabulary mastery, with a mean score difference of 15.867 points over the control group. The findings provide English teachers with empirical evidence that educational board games can be an effective and engaging pedagogical tool. However, this study has several limitations its focus was confined to specific vocabulary types (nouns, verbs, adjectives) and a single type of board game. Furthermore, the use of purposive sampling limits the generalizability of the results to a broader population. Keyword: Educational Board Games, Games Learning, EFL Learner, Junior High School, Vocabulary Mastery.

Item Type: Thesis (Diploma)
Subjects: Pendidikan Bahasa Inggris
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 14 Aug 2025 08:59
Last Modified: 14 Aug 2025 08:59
URI: https://repository.radenintan.ac.id/id/eprint/39678

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