Improving English Vocabulary Mastery through Wordwall-Based Gamification: A Quasi-Experimental Study

Authors

  • Irmayanti Universitas Muhammadiyah Maumere
  • Velmi Mayaputri Universitas Muhammadiyah Maumere
  • Nur Syamsiyah Ekhsan Universitas Muhammadiyah Maumere

DOI:

https://doi.org/10.35313/jbit.v11i2.6553

Keywords:

Gamification; Wordwall Game; Vocabulary Mastery

Abstract

In learning English, students often struggle to maintain enthusiasm and interest because language learning is perceived as boring. Therefore, teachers need to be selective in applying appropriate teaching methods and techniques. These methods are essential for helping teachers achieve learning objectives. To sustain student engagement in English lessons, games can serve as an effective alternative. One such approach is gamification, which integrates game elements and mechanics into learning to boost students' motivation and interest. This study investigates the effectiveness of gamification using Wordwall in enhancing students' vocabulary mastery at MIS Muhammadiyah Wuring, Maumere during the 2024-2025 academic year. The research adopts a quantitative approach with a quasi-experimental design and purposive sampling, involving two fourth-grade classes an experimental class using Wordwall and a control class (p < 0.05) without it with involving the fourth-grade students of MIS Muhammadiyah Wuring. Data were collected through pre-tests and post-tests, then analyzed using simple linear regression in SPSS 22. Findings show a notable improvement in vocabulary mastery in the experimental class. This supports gamification, especially Wordwall, as an effective tool in engaging students and enhancing vocabulary skills in English learning. This study adds to previous gamification and Wordwall research by providing quantitative experimental evidence from an elementary Islamic school context, specifically involving fourth-grade students, and by statistically measuring the effect of Wordwall-based gamification on vocabulary mastery using simple linear regression analysis.

Downloads

Download data is not yet available.

References

Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan media pembelajaran game matematika berbasis HOTS dengan metode digital game based learning (DGBL) di sekolah dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896.

Anggraini, V. (2019). Stimulasi keterampilan menyimak terhadap perkembangan anak usia dini. Raudhatul Athfal: Jurnal Pendidikan Islam Anak Usia Dini, 3(1), 30–44.

Ayuni, G. N., & Fitrianah, D. (2019). Penerapan metode Regresi Linear untuk prediksi penjualan properti pada PT XYZ. Jurnal Telematika, 14(2), 79–86.

Cook, T. D., & Campbell, D. T. (1979). Quasi-experimentation: design & analysis issues for field settings. Houghton Mifflin. https://books.google.co.id/books?id=BFNqAAAAMAAJ

Grin, A. (2020). Da’at: universalizing a hasidic value. Religious Truth, 83–106.

Hartatiningsih, D. (2022). Meningkatkan penguasaan vocabulary bahasa inggris dengan menggunakan media wordwall siswa kelas vii mts. Guppi kresnomulyo. ACTION: Jurnal Inovasi Penelitian Tindakan Kelas Dan Sekolah, 2(3), 303–312.

Herdyastika, M., & Kurniawan, M. (2020). Analisis perbandingan implementasi metode pembelajaran bahasa inggris inovatif di taman kanak-kanak. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 5(2), 1585–1593.

Khairunnisa, K., & Jiwandono, I. S. (2020). Analisis metode pembelajaran komunikatif untuk ppkn jenjang sekolah dasar. ELSE (Elementary School Education Journal): Jurnal Pendidikan Dan Pembelajaran Sekolah Dasar, 4(1), 9–19.

Nasar, A., Saputra, D. H., Arkaan, M. R., Ferlyando, M. B., Andriansyah, M. T., & Pangestu, P. D. (2024). Uji Prasyarat Analisis. Jurnal Ekonomi Dan Bisnis, 2(6), 786–799.

Oktaviani, M., & Yanti, P. G. (2022). Mengembangkan media pembelajaran permainan Anagram (Wordwall) untuk meningkatkan penguasaan kosakata peserta didik. BELAJAR BAHASA: Jurnal Ilmiah Program Studi Pendidikan Bahasa Dan Sastra Indonesia, 7(2), 275–284.

Prathyusha, N. (2020). Role of gamification in language learning. International Journal of Research and Analytical Reviews (IJRAR), 7(2), 577–583.

Rachmah, A. (2023). Kesulitan penguasaan kosakata bahasa Inggris pada siswa sekolah dasar. Karimah Tauhid, 1 (2), 288–294.

Rahmawati, N. A., & Rizqiya, S. A. (2023). Anxiety effects of self confidence in EFL speaking skill. PROJECT (Professional Journal of English Education), 6(4), 820–828.

Saridevita, A., Suhendar, A., & Hasan, N. (2022). Analisis kesalahan pelafalan kosakata bahasa inggris siswa kelas v sdn pondok makmur.

Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin. https://books.google.co.id/books?id=o7jaAAAAMAAJ

Sharma, C., & Puri, S. R. (2021). The importance of four basic skills in learning English. The Genesis, 7(4), 33–36.

Sondakh, D. C., & Sya, M. F. (2022). Kesulitan pembelajaran kosakata bahasa inggris tingkat sekolah dasar. Karimah Tauhid, 1(3), 346–351.

Sugiyana, S. (2023). Peningkatan keterampilan berpikir kritis siswa menggunakan model pembelajaran radec berbantu wordwall pada materi sistem gerak. Sindoro Cendikia Pendidikan, 1(8), 101–112.

Syahfrina Rahmawat, S. R., Vidya Mandarani, V. M., & Fika Megawati, F. M. (2023). The effect of gamification in board game to improve students’ English vocabulary. Journal of English Education and Teaching (JEET), 7(3), 526–543.

Utami, W., Sya, M. F., & Hidayat, A. (2022). Developing english learning material for grade 4 students. LADU: Journal of Languages and Education, 2(6), 231–240.

Widana, I. W., & Muliani, N. P. L. (2020). Uji persyaratan analisis. Klik Media.

Wijaya, T. G. S., Wahyuni, S., Mudakir, I., Wahono, B., & Wicaksono, I. (2023). Efektivitas board game sebagai media pembelajaran dalam meningkatkan student engagement siswa: studi literatur. PAKAR Pendidikan, 21(2), 255–267.

Wulantari, N., Rachman, A., Sari, M., Uktolseja, L., Ikip, A., Tabanan, S., Pahlawan, J., Peken, D., Tabanan, K., Tabanan, K., Oleo, U., Hijau, K., Tridharma, B., Anduonohu, K., Kambu, K., Kendari, S., Tenggara, Muhammadiyah, S., Penuh, S., & Majalengka, J. (2024). The role of gamification in english language teaching: a literature review. Journal on Education, 06, 2847–2856.

Yüksel, H. G., Mercanoğlu, H. G., & Yılmaz, M. B. (2022). Digital flashcards vs. wordlists for learning technical vocabulary. Computer Assisted Language Learning, 35(8), 2001–2017.

Downloads

Published

2025-10-31

How to Cite

Irmayanti, Mayaputri, V., & Ekhsan, N. S. (2025). Improving English Vocabulary Mastery through Wordwall-Based Gamification: A Quasi-Experimental Study. Jurnal Bahasa Inggris Terapan, 11(2), 131–145. https://doi.org/10.35313/jbit.v11i2.6553