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