Improving Students' Vocabulary Mastery Through Gamification Learning Via Minecraft at Senior High School
Muh. Elvian Triasga/882032021021 - Personal Name
The researcher conducted a research on “Improving Students’ Vocabulary
Mastery Throught Gamification Learning Via Minecraft in Senior High School.”
This research aimed to investigate the effectiveness of gamification learning via
Minecraft in improving the vocabulary mastery of tenth-grade students at MAN 2
Bone. Used a quantitative approach with a one-group pretest posttest design, 30
students were involved as the sample using cluster random sampling. The research
instrument was a multiple-choice vocabulary test administered before and after
the implementation of six learning sessions using Minecraft-based gamification.
The results revealed a significant improvement in students’ vocabulary scores,
with the average boosting from pretest (28.33, categorized as poor) to the posttest
(82.83, categorized as good). A paired sample t-test showed a t-count of 38.789
with a significance value of 0.000 < 0.05, indicated that the treatment had a
significant effect. The findings suggest that gamification learning through
Minecraft enhances vocabulary mastery especially in word meaning, function, and
class. While also boosting students’ motivation, engagement, and active
participation in English learning.
A. Conclusion
Based on the results of the research, it can be concluded that
gamification-based learning through Minecraft has a significant effect on
improving the vocabulary mastery of Digital X class students at MAN 2
Bone. This is shown by the improve in the average score from 28.33 in the
pretest to 82.83 in the posttest. The results of the paired sample t-test
showed a very significant difference with a p value
Mastery Throught Gamification Learning Via Minecraft in Senior High School.”
This research aimed to investigate the effectiveness of gamification learning via
Minecraft in improving the vocabulary mastery of tenth-grade students at MAN 2
Bone. Used a quantitative approach with a one-group pretest posttest design, 30
students were involved as the sample using cluster random sampling. The research
instrument was a multiple-choice vocabulary test administered before and after
the implementation of six learning sessions using Minecraft-based gamification.
The results revealed a significant improvement in students’ vocabulary scores,
with the average boosting from pretest (28.33, categorized as poor) to the posttest
(82.83, categorized as good). A paired sample t-test showed a t-count of 38.789
with a significance value of 0.000 < 0.05, indicated that the treatment had a
significant effect. The findings suggest that gamification learning through
Minecraft enhances vocabulary mastery especially in word meaning, function, and
class. While also boosting students’ motivation, engagement, and active
participation in English learning.
A. Conclusion
Based on the results of the research, it can be concluded that
gamification-based learning through Minecraft has a significant effect on
improving the vocabulary mastery of Digital X class students at MAN 2
Bone. This is shown by the improve in the average score from 28.33 in the
pretest to 82.83 in the posttest. The results of the paired sample t-test
showed a very significant difference with a p value
Ketersediaan
| STAR20250339 | 339/2025 | Perpustakaan Pusat | Tersedia |
Informasi Detil
Judul Seri
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No. Panggil
339/2025
Penerbit
IAIN BONE : Watampone., 2025
Deskripsi Fisik
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Bahasa
English
ISBN/ISSN
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Klasifikasi
Skripsi Tarbiyah
Informasi Detil
Tipe Isi
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Tipe Media
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Tipe Pembawa
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Edisi
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Subyek
Info Detil Spesifik
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Pernyataan Tanggungjawab
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Tidak tersedia versi lain
