{"title":"运用猜字游戏应用于英语课堂:对学习者掌握词汇的效果","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":"{\"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}","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
摘要
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。
Using Hangman Game Application For The EFL Classroom: It Efficacy for Learners to Master Vocabulary
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.