Sakha , Angel (2026) THE EFFECTIVENESS OF WORDWALL-BASED GAMIFICATION IN IMPROVING VOCABULARY RETENTION FOR EIGHTH GRADE STUDENTS AT SMP KARTIKA II-2 BANDAR LAMPUNG. FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN, UNIVERSITAS LAMPUNG.
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Abstract
This study investigates the effectiveness of Wordwall based gamification in improving vocabulary retention for eighth grade students at SMP Kartika II-2 Bandar Lampung.A one-group pre-test and post-test design was employed within a quantitative research design. The sample consisted of 25 students from class VIII A, selected through cluster random sampling. The research instruments included pre-test and post-test vocabulary tests focusing on content words such as nouns, verbs, adjectives, and adverbs. The results of the paired sample t-test show a significant improvement in vocabulary achievement, with the mean score increasing from 46,70 in the pre-test to 86,30 in the post-test, resulting in a mean difference of 39,60. The t- value obtained (21.098) was greater than the t-table (2.064), and the significance level (p = 0.000) was below 0.05. All aspects of vocabulary show significant improvement, with adjectives and adverb achieving the highest improvement (11,8 points and 11.0 points). These findings indicate that Wordwall-Based Gamification is an effective learning for improving vocabulary retention among junior high school students. Keywords: Content words, Quantitative research, Vocabulary retention, Wordwallbased gamification.
| Item Type: | Other |
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| Subjects: | ?? 607 ?? |
| Divisions: | ?? Bahasa-Inggris ?? |
| Depositing User: | 2602174388 Digilib |
| Date Deposited: | 19 Feb 2026 06:28 |
| Last Modified: | 19 Feb 2026 06:28 |
| URI: | http://digilib.unila.ac.id/id/eprint/96574 |
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