Proceedings of the International Conference on Applied Science and Technology on Social Science 2022 (iCAST-SS 2022)

Game-Based Learning to Improve the Vocabulary Mastery in EFL Class

Authors
Anastasia Imelda Sayd1, *, Hamzah Nazarudin1
1State Polytechnic of Kupang, Kupang, Indonesia
*Corresponding author. Email: anastasia.sayd@pnk.ac.id
Corresponding Author
Anastasia Imelda Sayd
Available Online 30 December 2022.
DOI
10.2991/978-2-494069-83-1_58How to use a DOI?
Keywords
Game-Based Learning; Vocabulary
Abstract

This is a classroom action research that aims to improve the quality of the learning process by motivating students, creating a more enjoyable learning environment, and increasing mastery of English vocabulary using a Game-Based Learning approach. This research design is based on the model developed by Kemis and McTaggart (1998), and it was implemented in two cycles, each of which had four stages: planning, implementing, observing, and reflecting. Data were gathered through observation, interviews, and documentation on a performance evaluation sheet (study result test) and an observation sheet. Furthermore, data were descriptively analyzed using Miles and Huberman's interactive analysis model, and the steps were data reduction, data displaying, and conclusion drawing/verification. The findings of this study show that before using this method, students' vocabulary mastery was very low. In cycle 1, after using the Game method to learn vocabulary, the results for each indicator improved significantly. The percentage of students passing the first test rose to 56% and continue increasing to 88% in cycle 2. Therefore, it is concluded that the Game-Based Learning method can improve the quality of the vocabulary learning process and students' vocabulary mastery.

Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference on Applied Science and Technology on Social Science 2022 (iCAST-SS 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
30 December 2022
ISBN
978-2-494069-83-1
ISSN
2352-5398
DOI
10.2991/978-2-494069-83-1_58How to use a DOI?
Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Anastasia Imelda Sayd
AU  - Hamzah Nazarudin
PY  - 2022
DA  - 2022/12/30
TI  - Game-Based Learning to Improve the Vocabulary Mastery in EFL Class
BT  - Proceedings of the International Conference on Applied Science and Technology on Social Science 2022 (iCAST-SS 2022)
PB  - Atlantis Press
SP  - 321
EP  - 326
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-83-1_58
DO  - 10.2991/978-2-494069-83-1_58
ID  - Sayd2022
ER  -