Quasi-Experimental Study on Using Undercover Games to Improve Vocabulary Mastery of Eighth Graders
Main Article Content
Abstract
Vocabulary mastery is a fundamental challenge for English learners, as traditional teaching methods
often fail to maintain student engagement and retention. The purpose of this study is to examine the
effectiveness of the "Undercover Game" on students' vocabulary mastery and to identify significant
differences between students taught using this technique and those taught through conventional
methods. This quantitative research employed a quasi-experimental design involving a population
of 282 students, with a sample of 63 students from SMP Negeri 1 Dukuhturi. The study was conducted
over three weeks, where the experimental group received treatment using the Undercover Game, a
gamification technique focusing on hidden word identification through clues and social interaction
while the control group followed traditional instruction. Data were collected using pre-test and post
test instruments and analyzed using SPSS version 25. The results revealed a significant difference in
mean scores between the two groups, evidenced by a t-value of -3.849 and a 2-tailed significance
level of 0.000 (p < 0.05). The mean difference of -8.714 explicitly indicates that the group taught
using the Undercover Game achieved substantially higher vocabulary learning outcomes. In
conclusion, this study demonstrates that the Undercover Game is an effective tool for enhancing
English vocabulary mastery. Therefore, it is recommended that teachers utilize gamification
techniques as an engaging and effective alternative to improve learning outcomes in the classroom.
Keywords: Undercover Game; Vocabulary Mastery; Gamification;
Article Details
References
Ahmed, S. A. (2019). An Assessment of Students’ Achievement in Vocabulary at College Level. E
Marefa, 23(3), 493–503.
Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Praktik. Rineka Cipta.
Azar, J. (2012). A new look at oligopoly: Implicit collusion through portfolio diversification.
Princeton University.
Bakri, R. A., & Halim, N. (2022). Improving students vocabulary Mastery by using undercover
games at eight grade students. Journal English Education, 2(1), 1–8.
Creswell, J. W. (2014). Penelitian Kualitatif & Desain Riset. Yogkakarta: Pustaka Pelajar.
Csíkszentmihályi, M. (2008). Kreativitás: a flow és a felfedezés, avagy a találékonyság
pszichológiája. Akadémiai Kiadó.
Eliah, K., & Suma, K. (2019). Learned Vocabulary Associate Professor , Usha Rama College of
Engineering and Technology. Telaprolu KEYWORDS, 9(1), 9–10.
Funder, D. C., & Ozer, D. J. (2019). Evaluating effect size in psychological research: Sense and
nonsense. Advances in Methods and Practices in Psychological Science, 2(2), 156–168.
Gozcu, E., & Caganaga, C. K. (2016). The importance of using games in EFL classrooms. Cypriot
Journal of Educational Sciences, 11(3), 126–135.
Hounhanou, A. J. V. (2020). Promoting TPR (Total Physical Response) method in teaching
vocabulary for EFL beginners in Benin secondary schools. International Journal of Applied
Linguistics and English Literature, 9(6), 23–31.
Kemendikbudristek, K. (2021). Buku saku rapor pendidikan Indonesia untuk satuan pendidikan:
rapot pendidikan indentifikasi, refleksi, benahi. Jakarta : Badan Standar, Kurikulum, dan Asesmen
Pendidikan.
Kolb, A. Y., & Kolb, D. A. (2017). Experiential learning theory as a guide for experiential
educators in higher education. Experiential Learning & Teaching in Higher Education, 1(1), 7–44.
Krashen, S. (2014). The affective filter hypothesis. In The Routledge Encyclopedia of Second
Language Acquisition. London : Routledge.
Lukas, L. W. C., & Bunau, E. (2024). The Effect Of Undercover Game On Students’vocabulary
Achievement. Esteem Journal of English Education Study Programme, 7(2), 302–311.
Maulidina, M., Susilaningsih, S., & Abidin, Z. (2018). Pengembangan game based learning
berbasis pendekatan saintifik pada siswa kelas IV sekolah dasar. JINOTEP (Jurnal Inovasi Dan
Teknologi Pembelajaran) Kajian Dan Riset Dalam Teknologi Pembelajaran, 4(2), 113–118.
Plass, J. L., O’Keefe, P. A., & Homer, B. D. (2015). Future calling: A framework for designing
effective learning games. Jakarta : Handbook of research on mobile learning.
Riddell, D. (2013). Teach EFL. Teach English as a Foreign Language.
Rosyidi, M. A. (2022). The Use of Undercover Game on Students’ Vocabulary Achievement. FITK
UIN Syarif Hidayatullah Jakarta.
Sahrin, V., & Hasan, M. (2019). Increasing Students’ Vocabulary Acquisition By Master And
Mastery Cards Game. Journal of Applied Linguistics and Literature, 4(1), 69–76.
Sugiyono. (2011). Metode Penelitian Kuantitatif Kualitatif R & D. Alfabeta.
Sugiyono. (2012). Metode Penelitian Kuantitatif Kualitatif dan R&B. Bandung: Alfabeta.
Sugiyono. (2016). Metode Pendidikan Pendekatan Kuantitatif, Kualitatif dan R&D. Alfabeta.
Williamson, B., Bayne, S., & Shay, S. (2020). The datafication of teaching in Higher
Susanto, A. (2017). The teaching of vocabulary: A perspective. Jurnal Kata, 1(2), 183–189.
Education: critical issues and perspectives. In Teaching in Higher Education (Vol. 25, Issue 4, pp.
–365). Taylor & Francis.
Xiaomei, Y. (2020). English Vocabulary Teaching Techniques at Junior Middle Schools. English
Language Teaching, 13(11), 1–12. https://doi.org/10.5539/ elt.v13n11p12