Using Hangman Game Application For The EFL Classroom: It Efficacy for Learners to Master Vocabulary

Nada Nabilah
{"title":"Using Hangman Game Application For The EFL Classroom: It Efficacy for Learners to Master Vocabulary","authors":"Nada Nabilah","doi":"10.24036/icolp.v1i1.31","DOIUrl":null,"url":null,"abstract":"In this era, technology has taken apart in every platforms, including in educational settings, especially Language Teaching and Learning (LTL). This study purposed to determine that the using Mobile-Assisted Language Learning (MALL) through Hangman Game as one of the games could significantly gave the effect for English Foreign Language (EFL) learners in Indonesia context to master the vocabulary. The participants of this study were the 10th grades students of SMA Negeri 1 Tebing Tinggi Kab. Serdang Bedagai in academic year 2018/2019 that consist of 20 students.  The technique of analysis of that was used at this study were the analysis of qualitative data and the quantitative data. The qualitative data was taken from interview, observation of students’ learning process, researcher’s note. While, the quantitative data was collected from the mean score of test that given to the learners in Pre-Cycle, Cycle I and Cycle II. The findings of this study found that Hangman Game gave the new achievement for the EFL learners when they were doing the activities of learning process in the class. So this situation made the learners had good motivation during the language teaching and learning process and they also actively and enthusiastically in the class. These things indicated that the application Hangman Game could improve the EFL learners’ vocabulary mastery.","PeriodicalId":114958,"journal":{"name":"Proceeding of International Conference on Language Pedagogy (ICOLP)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceeding of International Conference on Language Pedagogy (ICOLP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24036/icolp.v1i1.31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

In this era, technology has taken apart in every platforms, including in educational settings, especially Language Teaching and Learning (LTL). This study purposed to determine that the using Mobile-Assisted Language Learning (MALL) through Hangman Game as one of the games could significantly gave the effect for English Foreign Language (EFL) learners in Indonesia context to master the vocabulary. The participants of this study were the 10th grades students of SMA Negeri 1 Tebing Tinggi Kab. Serdang Bedagai in academic year 2018/2019 that consist of 20 students.  The technique of analysis of that was used at this study were the analysis of qualitative data and the quantitative data. The qualitative data was taken from interview, observation of students’ learning process, researcher’s note. While, the quantitative data was collected from the mean score of test that given to the learners in Pre-Cycle, Cycle I and Cycle II. The findings of this study found that Hangman Game gave the new achievement for the EFL learners when they were doing the activities of learning process in the class. So this situation made the learners had good motivation during the language teaching and learning process and they also actively and enthusiastically in the class. These things indicated that the application Hangman Game could improve the EFL learners’ vocabulary mastery.
运用猜字游戏应用于英语课堂:对学习者掌握词汇的效果
在这个时代,技术已经在每个平台上发挥作用,包括在教育环境中,特别是语言教学(LTL)。本研究旨在确定使用移动辅助语言学习(Mobile-Assisted Language Learning, MALL)的其中一种游戏——“猜字游戏”(Hangman Game)可以显著地促进印度尼西亚语境下英语外语学习者的词汇掌握。本研究的研究对象为SMA Negeri 1 Tebing Tinggi Kab的10年级学生。Serdang Bedagai在2018/2019学年由20名学生组成。本研究采用的分析技术为定性数据分析和定量数据分析。定性数据采自访谈、学生学习过程观察、研究者笔记。定量数据来源于Pre-Cycle、Cycle I、Cycle II三个阶段学习者的平均成绩。本研究发现,字谜游戏为英语学习者在课堂上进行学习过程活动提供了新的成就。这种情况使学习者在语言教学和学习过程中有了良好的动机,在课堂上也表现出积极和热情。这些都说明应用猜字游戏可以提高英语学习者的词汇掌握水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信