The Effect of Game Based Learning Using Wow Crossword Application on Students’ Vocabulary Achievement
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Abstract
The objective of this research are 1) to find out whether using Words of Wonders (WOW) Crossword application as the implementation of game based learning is effective to teach vocabulary or not. 2) to find out if there is any significant difference in students’ vocabulary achievement between students who are taught by using WOW crossword application and without using it. 3) to find out the students’ responses of the implementation of game based learning using WOW crossword application. The type of this research is experimental research with quasi-experimental design. A purposive sampling technique is used to decide the sample. The total sample is 72 students of class X AKL 3 as the experimental group and X AKL 4 as the control group. The instrument used in this research is a vocabulary test and feedback form. The SPSS 22 Window Version is used for the technique of analyzing the data. Based on the result, the maximum score of post-test in the experimental was higher than the control class (97.5 > 95). The paired sample t-test results showed a sig. (tailed) value is 0.000 < 0.05 and the independent T-Test results showed a sig. (tailed) value is 0.04 < 0.05. The feedback form shows 1854 until 2044 for the implementation of the Word of Wonder (WOW) crossword application. In conclusion, the implementation of the game based learning using Word of Wonder (WOW) crossword application is effective toward students’ vocabulary achievement and give the positive responses rather than the student in conventional learning.
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References
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