THE INFLUENCE OF USING THE LINGO GAME APPLICATION ON STUDENTS' VOCABULARY MASTERY
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Abstract
The purpose of this study is to determine whether the use of a language game application may increase student vocabulary knowledge in junior high school. To identify the difficulties that students encounter when utilizing the language game application to increase their vocabulary. This study used a quantitative methodology with a quasiexperimental design. The study population consisted of 60 seventh-grade students from Ihsaniyah Junior High School during the academic year 2025/2026, divided into two groups of 30 students each: experimental and control. A vocabulary evaluation included a pre-test and post-test that served as a study tool and included 30 valid items. The data were tested for normality, homogeneity, and matched samples using SPSS 26. The data were examined using validity and reliability tests, normality and homogeneity tests, and an independent samples t-test. The research findings show that the Lingo application promotes student vocabulary learning. The results of the paired sample t-test show a p-value of 0.000, which is less than 0.05, and an improvement in the experimental group's mean score from 67.73 to 73.07. The independent sample t-test results indicate a significant difference between students who used the Lingo gaming application and those who did not. The experimental group's post-test average score (73.07) exceeded that of the control group (67.73). The statistics show that the Lingo gaming app increases student engagement and active participation in vocabulary education. It is proposed that more research be conducted before implementing the Lingo game application in other schools, as it has the potential to improve student involvement in English learning.
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