THE EFFECT OF USING ANAGRAM GAME ON STUDENTS VOCABULARY ACHIEVEMENT IN TENTH GRADE

Authors

  • Sartika Manurung Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia
  • Febrika Dwi Lestari Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia
  • Harpen Silitonga Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

DOI:

https://doi.org/10.56667/dejournal.v5i1.820

Keywords:

Anagram game, Vocabulary, Vocabulary Achievement,, Tenth Grade

Abstract

This research investigated the effect of using the Anagram Game on students' vocabulary achievement in tenth grade at SMK Swasta Karya Jaya, addressing the identified problem of low vocabulary mastery that hinders their overall English language proficiency. Preliminary research indicated that out of 20 students, only 4 reached the minimum passing grade of 75, highlighting the need for effective vocabulary instruction strategies. The objective of this study was to determine whether the Anagram Game significantly affects students' vocabulary acquisition, specifically in nouns, verbs, and adjectives, which are foundational for English communication.Employing a quantitative research design with a pre-test and post-test control group, the study involved 40 tenth-grade students at SMK Swasta Karya Jaya, divided into an experimental group (Anagram Game) and a control group (conventional teaching). The experimental group's pre-test mean score was 72.4, and the post-test mean score was 83.45. The control group's pre-test mean score was 74.8, and the post-test mean score was 79.15. Before the independent samples t-test, data were analyzed using SPSS version 25 to ensure normality and homogeneity. The results of the data analysis indicated that the data were normally distributed and homogeneous.The independent samples t-test revealed a statistically significant difference in vocabulary achievement between the two groups (t-count = 2.108, df = 38, p < 0.05, t-table = 2.024), indicating that the Anagram Game had a positive effect on students' vocabulary acquisition. It is recommended that future research further explore different methods of the game in comparison with Anagram Game. This study provides empirical evidence supporting the use of game-based learning strategies for vocabulary instruction in senior high school settings.

Downloads

Download data is not yet available.

Author Biographies

Sartika Manurung, Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

Febrika Dwi Lestari, Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

Harpen Silitonga, Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

Program Studi Pendidikan Bahasa Inggris, Fakultas Keguruan Dan Ilmu Pendidikanl, Universitas Hkbp Nommensen, Medan, Indonesia

References

Aulia, H. R., Wahjuningsih, E., & Andayani, R. (2020). Effect Of Duolingo Application On Students’ English Vocabulary Mastery. Eltr Journal, 4(2). Https://Doi.Org/10.37147/Eltr.V4i2.71

Br Simamora, M. W., & Oktaviani, L. (2020). What Is Your Favorite Movie?: A Strategy Of English Education Students To Improve English Vocabulary. Journal Of English Language Teaching And Learning, 1(2), 44–49. Https://Doi.Org/10.33365/Jeltl.V1i2.604

Cerezo, R., Calderón, V., & Romero, C. (2019). A Holographic Mobile-Based Application For Practicing Pronunciation Of Basic English Vocabulary For Spanish Speaking Children. International Journal Of Human-Computer Studies, 124, 13–25. Https://Doi.Org/10.1016/J.Ijhcs.2018.11.009

Crosson, A. C., Mckeown, M. G., Lei, P., Zhao, H., Li, X., Patrick, K., Brown, K., & Shen, Y. (2021). Morphological Analysis Skill And Academic Vocabulary Knowledge Are Malleable Through Intervention And May Contribute To Reading Comprehension For Multilingual Adolescents. Journal Of Research In Reading, 44(1), 154–174. Https://Doi.Org/10.1111/1467-9817.12323

Elfeky, A. I. M., Masadeh, T. S. Y., & Elbyaly, M. Y. H. (2020). Advance Organizers In Flipped Classroom Via E-Learning Management System And The Promotion Of Integrated Science Process Skills. Thinking Skills And Creativity, 35(1), 100622. Https://Doi.Org/10.1016/J.Tsc.2019.100622

Ferrah, R. S., & Nemmouchi, A. (2018). Improving Students’ Vocabulary Throuth" Board Race" Languge Game. Http://Hdl.Handle.Net/123456789/6517

Fitriani, N., Sabarniati, S., Mislinawati, M., Sari, D. M., & Zaiturrahmi, Z. (2023). Peningkatan Penguasaan Vocabulary Dan Pronunciation Dengan Media Game Happy Clothespin Pada Siswa Kelas Vi Sekolah Dasar. Gervasi: Jurnal Pengabdian Kepada Masyarakat, 7(3), 1231–1241. Https://Doi.Org/Https://Doi.Org/10.31571/Gervasi.V7i3.6330

Hanafiah, W., Aswad, M., Sahib, H., Yassi, A. H., & Mousavi, M. S. (2022). The Impact Of Call On Vocabulary Learning, Speaking Skill, And Foreign Language Speaking Anxiety: The Case Study Of Indonesian Efl Learners. Education Research International, 2022, 1–13. Https://Doi.Org/10.1155/2022/5500077

Hanif, H. (2016). Using Rosetta Stone Software As Media In Teaching English Vocabulary (An Experimental Study At Sdn No. 02 Lhoksukon). Getsempena English Education Journal, 2(1), 217667.

Hijazi, D. A., & Alnatour, A. S. (2020). The Effect Of Using Blended Learning Method On Students’ Achievement In English And Their Motivation Towards Learning It. International Journal Of Virtual And Personal Learning Environments, 10(2), 83–96. Https://Doi.Org/10.4018/Ijvple.2020070106

Isterya, I. (2019). Improving Vocabulary Mastery Through Text Twist Game. E-Journal Of Elts (English Language Teaching Society), 7(3).

Jia, F., Sun, D., Ma, Q., & Looi, C. K. (2022). Developing An Ai-Based Learning System For L2 Learners’ Authentic And Ubiquitous Learning In English Language. Sustainability (Switzerland), 14(23). Https://Doi.Org/10.3390/Su142315527

John, C. W. (2014). Research Design Qualitative , Quantitative , Mixed Methods Approaches Second Edition. Sage Publications.

Kabooha, R., & Elyas, T. (2018). The Effects Of Youtube In Multimedia Instruction For Vocabulary Learning: Perceptions Of Efl Students And Teachers. English Language Teaching, 11(2), 72–81.

Kartikasari, D., Arjulayana, - -, & Putra, A. S. (2021). The Effect Of Anagram Game On The Eighth Grade Students’ Vocabulary Mastery At Smpn 3 Balaraja. Globish: An English-Indonesian Journal For English, Education, And Culture, 10(1), 1.

Liando, N. V. F., Tatipang, D. P., Tamboto, G., Poluan, M., & Manuas, M. (2022). Pictures As A Learning Media In Teaching Vocabulary. Jurnal Ilmiah Universitas Batanghari Jambi, 22(3), 1944. Https://Doi.Org/10.33087/Jiubj.V22i3.2832

Lin, N., Fu, S., Jiang, S., Chen, C., Xiao, L., & Zhu, G. (2018). Learning Indonesian Frequently Used Vocabulary From Large-Scale News. 2018 International Conference On Asian Language Processing (Ialp), 234–239. Https://Doi.Org/10.1109/Ialp.2018.8629227

Manihuruk, L. M. E., & Siahaan, M. M. (2020). Introduction To Vocabulary: General Introduction To The Learners.

Muhammad, R. (2021). The Implementation Of Anagram Game To Improve Student Voacabulary Mastery At Mtsn 12 Agam.

Octaviani, R., Handayani, I., & Hamer, W. (2019). Applying Board Race Game To Increase Students’ Vocabulary Mastery In Uttayan Suksa Krabi School, Thailand. Journal Of English Education Studies, 2(2), 101–110. Https://Doi.Org/10.30653/005.201922.40

Osipova, E., & Bagrova, Y. Y. (2022). Lumio By Smart In Distance Learning: A Case Of Efl Vocabulary Learning. Russian Linguistic Bulletin, 5 (33), 7.

Palupi, M. E. (2021). An Analysis Of Figurative Language Used In Poem Of The Echoing Green By William Blake. Journal Of English Language And Literature (Jell), 6(2), 9–20. Https://Doi.Org/10.37110/Jell.V6i2.131

Pratiwi, W. R., & Nur, M. A. (2019). The Use Of Board Race Game In Improving Students’ Vocabulary Mastery At Second Grade Of Tsanawiyah Babul Khaer Bulukumba. Klasikal : Journal Of Education, Language Teaching And Science, 1(3), 75–86.

Rahmaniar, S., Regina, R., & Husin, S. (2019). The Use Of Animated Learning Video In Teaching Vocabulary In Procedure Text. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 7(12). Https://Doi.Org/Http://Dx.Doi.Org/10.26418/Jppk.V7i12.30298

Riswanto, A., & Aryani, S. (2017). Learning Motivation And Student Achievement : Description Analysis And Relationships Both. Couns-Edu: The International Journal Of Counseling And Education, 2(1), 42. Https://Doi.Org/10.23916/002017026010

Sahib, N. (2019). The Effect Of Game In Increasing Students’ Vocabulary At Sd Inpress Tinggimae. Klasikal : Journal Of Education, Language Teaching And Science, 1(2), 47–54. Https://Doi.Org/10.52208/Klasikal.V1i2.34

Simanungkalit, W. S., Sipayung, K. T., & Silitonga, H. (2019). An Analysis On Writing Exercises In English Textbook For Grade Seven Entitled “When English Rings A Bell”. Jurnal Suluh Pendidikan, 7(1), 14–23. Https://Doi.Org/10.36655/Jsp.V7i1.113

Sinaga, H., Herman, H., & Pasaribu, E. (2020). The Effect Of Anagram Game On Students’ Vocabulary Achievement At Grade Eight Of Smp Negeri 8 Pematangsiantar. Journal Of English Educational Study (Jees), 3(1), 51–60. Https://Doi.Org/10.31932/Jees.V3i1.655

Siregar, R. S., Hasibuan, A., & Tanjung, S. (2019). The Effect Of Using Board Game On Students’ Vocabulary Mastery (A Study At The Eight Grade Students Of Smp Negeri 2 Saipar Dolok Hole 2019/2020 Academic Year). 2(3), 12–26.

Sugiyono. (2017). Metode Penelitian Kualitatif Dan Kuantitatif Dan R&D. In Saba Jaya Publisher.

Wildani, H. (2021). The Effect Of Rosetta Stone Application On Students’vocabulary Mastery. Universitas Siliwangi. Http://Repositori.Unsil.Ac.Id/Id/Eprint/5530

Published

2025-05-10

How to Cite

Manurung, S., Lestari, F. D. ., & Silitonga, H. (2025). THE EFFECT OF USING ANAGRAM GAME ON STUDENTS VOCABULARY ACHIEVEMENT IN TENTH GRADE . Dharmas Education Journal (DE_Journal), 5(1), 963–974. https://doi.org/10.56667/dejournal.v5i1.820

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.