The use of Scattergories Board Game to Improve Students’ Vocabulary Mastery

Oliviah Oliviah(1*),

(1) SMK Negeri 1 Latambaga
(*) Corresponding Author

Abstract


This research aimed to describe the implementation of the Scattergories board game and analyze students' vocabulary improvement following its application. Using a Collaborative Classroom Action Research (CAR) design across two cycles, the study involved 37 eighth-grade students (Class VIII B) at SMP Negeri 1 Latambaga during the 2023/2024 academic year. Data were collected through qualitative instruments (interviews, observation sheets, field notes, documentation) and quantitative tests (pre-test and post-test). The results indicated a significant improvement in students' vocabulary mastery. The mean score increased from 49.45 (pre-test 1) to 62.70 (post-test 1), and further rose from 69.72 (pre-test 2) to 75.40 (post-test 2). Additionally, the classical completeness rate (KKM) increased from 2.70% in the initial test to 89.18% in the final post-test. T-test calculations for both cycles (tcount> ttable) confirmed that implementing the Scattergories board game effectively enhances students' vocabulary mastery and learning motivation.


Keywords


Classroom Action Research, Scattergories board game, vocabulary mastery

References


Burns, Anne. 1999. Collaborative Action Research for English Language Teachrs. Cambridge: Cambridge University Press.

Erson, Ayden. 2006. Six Games for EFL/ESL Classroom. TESL Journal Vol. VL. No.6.

Hatch, Evelyn. 1995. Vocabulary, Semantics, and Languages Education. Cambridge: Cambridge University Press.

Maxom, Michelle. 2009. Teaching English as a Foreign Language for Dummies. England: John Wiley & Sons, Ltd.

Sedgley, M.T. 2007. Introduction to Research and Research Method. University of Bradford.




DOI: https://doi.org/10.31327/jee.v11i1.2881

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