The Effect of Anagram Game on Students’ Vocabulary at the Tenth Grade of Senior High School 4 Palopo

Authors

  • Wahidin Wahidin (1) Institut Agama Islam Negeri Palopo
  • Rustan Santaria (2) Institut Agama Islam Negeri Palopo
  • Jufriadi Jufriadi (3) Institut Agama Islam Negeri Palopo

Keywords:

Vocabulary, Effect, Anagram Games

Abstract

This study investigates the impact of the Anagram Game on English language vocabulary acquisition among tenth-grade students at Palopo Public High School 4. Employing a quantitative approach, the research utilizes a quasi-experimental design with two classes: the experimental class (16 students) and the control class (16 students). Data collection involves pre-tests, treatments, and post-tests using a vocabulary test. The collected data are analyzed using the SPSS 20 program. Following hypothesis testing criteria, if the two-tailed significance (p) is less than alpha (a) 0.05, the null hypothesis (Ho) is rejected, and the alternative hypothesis (Ha) is accepted. The study yields a two-tailed significance value of 0.003, indicating that p < a. This result signifies a significant impact of the Anagram Game on vocabulary acquisition. The research findings support the acceptance of the hypothesis, concluding that there is a notable difference in scores for vocabulary skills between students taught with the Anagram Media and those without. In summary, the researcher concludes that Anagram Media is effective in enhancing students' comprehension of vocabulary skills among tenth-grade students at SMA Negeri 4 Palopo.

Downloads

Download data is not yet available.

References

Abidin, Y., Aljamaliah, S. N. M., Rakhmayanti, F., & Anggraeni, D. (2022). Strategi Pembelajaran Bahasa Indonesia Dengan Menggunakan Educandy di Kelas V SD. Naturalistic: Jurnal Kajian Dan Penelitian Pendidikan Dan Pembelajaran, 6(2), Article 2. https://doi.org/10.35568/naturalistic.v6i2.1789

Ahmadin, A. (2022). Social Research Methods: Qualitative and Quantitative Approaches. Jurnal Kajian Sosial Dan Budaya: Tebar Science, 6(1), Article 1.

Aini, M. R., & Nohantiya, P. (2020). Peningkatan Kemampuan Bahasa Inggris Sebagai Bahasa Kedua Bagi Siswa Desa Jatinom. JMM (Jurnal Masyarakat Mandiri), 4(3), 338–347. https://doi.org/10.31764/jmm.v4i3.2455

Anditiasari, N. (2020). Analisis Kesulitan Belajar ABK (Tuna Rungu) Dalam Menyelesaikan Soal Cerita Matematika. Mathline: Jurnal Matematika Dan Pendidikan Matematika, 5(2), Article 2. https://doi.org/10.31943/mathline.v5i2.162

Aulia, V. (2019). Refleksi Pelaksanaan Pembelajaran pada Praktik Mengajar Mahasiswa di jenjang SD sederajat Untuk Mata Pelajaran Bahasa Inggris. Briliant: Jurnal Riset dan Konseptual, 4(3), Article 3. https://doi.org/10.28926/briliant.v4i3.355

Barus, R. H., & Tampubolon, J. (2022). Improving Students’ Vocabulary Achievement through Anagram. Journal of Classroom Action Research, 1(1), Article 1. https://doi.org/10.52622/jcar.v1i1.50

Biyansyahna, E., & Maulana, R. (2020). Meningkatkan Kosa Kata Bahasa Inggris Siswa Dengan Menggunakan Gambar. Journal Informatic, Education and Management (JIEM), 2(1), Article 1.

Dewati, B. (2020). Meningkatkan Penguasaan Kosakata Bahasa Inggris Siswa Dengan Metode Word Square. Pendekar: Jurnal Pendidikan Berkarakter, 3(1), 31–35. https://doi.org/10.31764/pendekar.v3i1.2850

Diana, N., & Suryani, D. (2020). Improving Students’ Vocabulary through Word Tail Game. International Conference on the Teaching English and Literature, 1(1), Article 1.

Diwyarthi, N. D. M. S., Darmiati, M., Jalal, N. M., Fakhri, R. A., Supriyadi, A., Lerik, M. D. C., Buchori, S., Irwanto, Nurdahlia, D., & Fakhri, N. (2022). Psikologi Umum. Global Eksekutif Teknologi.

Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary. IEEE Access, 7, 13326–13337. https://doi.org/10.1109/ACCESS.2019.2891504

Inayah, Y., & Sya, M. F. (2022). Kreatifitas Berfikir Siswa dalam Pembelajaran Bahasa Inggris di Sekolah Dasar. KARIMAH TAUHID, 1(3), Article 3. https://doi.org/10.30997/karimahtauhid.v1i3.7822

Khotimah, K., & Zumaro, V. I. (2023). The Effectiveness Of Online Anagram Game On Students’ Vocabulary Mastery. Jurnal Review Pendidikan Dan Pengajaran (JRPP), 6(2), Article 2. https://doi.org/10.31004/jrpp.v6i2.18256

Li, R. (2021). Does Game-Based Vocabulary Learning APP Effect Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? SAGE Open, 11(1), 21582440211003092. https://doi.org/10.1177/21582440211003092

Lin, G. H. C. (2020). Game-Based English Learning. In Online Submission. https://eric.ed.gov/?id=ED606848

Mahmoud Magdad Mayyas, M. (2022). Using Educational Games in Teaching English as a Foreign Language. 38(11), 1–20. https://doi.org/10.21608/mfes.2022.281131

Mardiana, D., Supriyanto, R. M. T., & Pristiwati, R. (2021). Tantangan Pembelajaran Abad-21: Mewujudkan Kompetensi Guru Kelas Dalam Mengaplikasikan Metode Pengajaran Bahasa: History Teacher’s Perception Of The Existence Of The Balanga Museum Related To History Learning In Sma Negeri 4 Palangka Raya. Tunas: Jurnal Pendidikan Guru Sekolah Dasar, 6(2), Article 2. https://doi.org/10.33084/tunas.v6i2.2519

Mutiah, W., Harida, E. S., & Oktapian, A. (2020). Anagram Game to Teach Vocabulary Mastery for Islamic Junior High School Students. Tazkir: Jurnal Penelitian Ilmu-Ilmu Sosial Dan Keislaman, 6(2), Article 2. https://doi.org/10.24952/tazkir.v6i2.3014

Rachmawati, E., Apollonia, R., & Meila, I. R. (2020). Male and Female Students’ Perception on the Use of Popular Song to Improve Students’ Vocabulary Mastery. Jadila: Journal of Development and Innovation in Language and Literature Education, 1(2), Article 2. https://doi.org/10.52690/jadila.v1i2.105

Ratminingsih, N. M. (2021). Metode dan Strategi Pembelajaran Bahasa Inggris. PT. RajaGrafindo Persada.

Roinah, R. (2019). Problematika Dalam Pembelajaran Bahasa Inggris Di STAIN Bengkalis. QUALITY, 7(1), Article 1. https://doi.org/10.21043/quality.v7i1.4966

Rubiani, S., Nurmanik, T., & Kusumajati, W. K. (2020). Pengaruh Teknik Permainan Menebak terhadap Penguasaan Kosakata Siswa. Prosiding Seminar Nasional Pendidikan STKIP Kusuma Negara III, 85–91.

Sari, D. K., & Bakhtiar, A. M. (2023). Analisis Keefektifan Media Monopoli Bahasa Dalam Meningkatkan Penguasaan Kosakata Bahasa Inggris Kelas 4 Sekolah Dasar. Pendas?: Jurnal Ilmiah Pendidikan Dasar, 8(2), Article 2. https://doi.org/10.23969/jp.v8i2.9853

Schmitt, N. (2019). Understanding vocabulary acquisition, instruction, and assessment: A research agenda. Language Teaching, 52(2), 261–274. https://doi.org/10.1017/S0261444819000053

Sondakh, D. C., & Sya, M. F. (2022). Kesulitan Pembelajaran Kosakata Bahasa Inggris Tingkat Sekolah Dasar. KARIMAH TAUHID, 1(3), Article 3. https://doi.org/10.30997/karimahtauhid.v1i3.7818

Sucandra, S., Budiman, M. A., & Fajriyah, K. (2022). Analisis Kesulitan Penguasaan Kosakata Pembelajaran Muatan Lokal Bahasa Inggris Pada Siswa Kelas IV Di SD Plus Latansa Kabupaten Demak. Wawasan Pendidikan, 2(1), Article 1. https://doi.org/10.26877/wp.v2i1.9664

Suhardiana, I. P. A. (2019). Peran Teknologi Dalam Mendukung Pembelajaran Bahasa Inggris Di Sekolah Dasar. Adi Widya: Jurnal Pendidikan Dasar, 4(1), Article 1. https://doi.org/10.25078/aw.v4i1.934

Sulistianingsih, E., Juliani, R. D., & Pradjarto, T. (2020). The Effect Of Anagram Games On Secondary Level Students’ Reading Achievement. JOALL (Journal of Applied Linguistics and Literature), 5(1), Article 1. https://doi.org/10.33369/joall.v5i1.8763

Sya, M. F., & Helmanto, F. (2020). Pemerataan Pembelajaran Muatan Lokal Bahasa Inggris Sekolah Dasar Indonesia. Didaktika Tauhidi: Jurnal Pendidikan Guru Sekolah Dasar, 7(1), Article 1. https://doi.org/10.30997/dt.v7i1.2348

Tambaritji, V. N., & Atmawidjaja, N. S. (2020). Improving Students’ Vocabulary Mastery Using Crossword Puzzle. PROJECT (Professional Journal of English Education), 3(5), Article 5. https://doi.org/10.22460/project.v3i5.p588-596

Utami, A. R., Supriyanto, S., & Nahak, S. (2023). Metode Pembelajaran Bahasa Indonesia Untuk Mahasiswa Asing. Jurnal Digdaya, 2(2), Article 2. https://doi.org/10.31004/jd.v2i2.18

Wati, I. K., & Oka, I. G. (2020). Penggunaan Flash Card dalam Meningkatkan Penguasaan Kosakata Bahasa Inggris Peserta Didik. Indonesian Gender and Society Journal, 1(2), Article 2. https://doi.org/10.23887/igsj.v1i2.39081

Widyahening, E. T., & Ma’fiah, I. (2019). Penggunaan Media Word Webs Dalam Pembelajaran Kosa Kata Bahasa Inggris Di Sdnn 01 Suruh Tasikmadu Karanganyar. Adi Widya?: Jurnal Pengabdian Masyarakat, 3(2), Article 2. https://doi.org/10.33061/awpm.v3i2.3357

Downloads

Published

2023-12-26

How to Cite

Wahidin, W., Santaria, R., & Jufriadi, J. (2023). The Effect of Anagram Game on Students’ Vocabulary at the Tenth Grade of Senior High School 4 Palopo. Jurnal Sinestesia, 13(2), 1420–1433. Retrieved from https://sinestesia.pustaka.my.id/journal/article/view/537

Issue

Section

Articles