Undercover game to improve vocabulary mastery among Indonesian English course students: An action research study
Adaninggar Septi Subekti, Universitas Kristen Duta Wacana, Indonesia
Abstract
Keywords
References
Aeni, N., Fitriani, F., & Fitri, N. (2019). The use of circle games to improve the mastery of English vocabulary of the Indonesian Maritime Academy students. Journal of Educational Science and Technology (EST), 5(3), 239–244. https://doi.org/10.26858/est.v5i3.9424
Agustina, T. H. (2018). Improving students’ speaking skill through speaking board game (A classroom action research of the 8th grade students at SMP Negeri 5 Tangerang Selatan academic year 2017/2018). Syarif Hidayatullah Islamic University.
Akdogan, E. (2017). Developing vocabulary in-game activities and game materials. Journal of Teaching and Education, 07(01), 31–66. https://eric.ed.gov/?id=ED617641
Alavi, G., & Gilakjani, A. P. (2019). The effectiveness of games in enhancing vocabulary learning among Iranian third grade high school students. Malaysian Journal of ELT Research, 16(1), 1–16.
Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers and Education, 153, 1–47. https://doi.org/10.1016/j.compedu.2020.103893
Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21–34. https://doi.org/10.52950/TE.2015.3.3.002
Anwar, Y. T., & Efransyah, E. (2018). Teaching English vocabulary using crossword puzzle game at the seventh grade students. PROJECT (Professional Journal of English Education), 1(3), 235. https://doi.org/10.22460/project.v1i3.p235-240
Asniwati, D., Fauzi, Z. A., & Fikri, H. (2018). Improving learning activities using a combination of Mind Mapping Model, Think Pair Share and Teams Game Tournament. 274, 318–322. https://doi.org/10.2991/iccite-18.2018.67
Asrori, A., & Rusman, R. (2020). Classroom Action Research pengembangan kompetensi guru. Pena Persada.
Boonkongsaen, N. (2012). Factors affecting vocabulary learning strategies: A synthesized study. Naresuan University Journal, 20(2), 45–53. https://www.journal.nu.ac.th/NUJST/article/view/6/7
Chen, H. J. H., & Hsu, H. L. (2020). The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning, 33(7), 811–832. https://doi.org/10.1080/09588221.2019.1593197
Derakhshan, A., & Khatir, E. D. (2015). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39–47. http://www.jallr.com/index.php/JALLR/article/view/40/pdf_38
Diana, N., & Suryani, D. (2020). Improving students’ vocabulary through word tail game. ICOTEL (International Conference on The Teaching of English and Literature), 1(1), 38–45.
Ekayanti, F., Farida, & Muchtar, J. (2021). Effectiveness of Undercover Game Application on students’ speaking skill. SCIENTIA: Social Sciences & Humanities, 1(1), 226–234. https://doi.org/10.51773/asels2021.v1i1.37
Endarto, I. T., & Subekti, A. S. (2020). Developing a web-based vocabulary size test for Indonesian EFL learners. Teknosastik, 18(2), 72–81. https://doi.org/10.33365/ts.v18i2.492
Gay, L. R., Mills, G. E., & Airasian, P. (2012). Educational research competencies for analysis and applications (12th ed.). Pearson Education, Inc.
Gray, D. E. (2022). Doing research in the real world (5th ed.). Sage Publications, Ltd.
Gu, C., & Lornklang, T. (2021). The use of picture-word inductive model and readers’ theater to improve Chinese EFL learners’ vocabulary learning achievement. Advances in Language and Literary Studies, 12(3), 120. https://doi.org/10.7575/aiac.alls.v.12n.3.p.120
Hadfield, J. (1984). Elementary communication games. Thomas Nelson and Sons Ltd.
Hartmann, A., & Gommer, L. (2021). To play or not to play: on the motivational effects of games in engineering education. European Journal of Engineering Education, 46(3), 319–343. https://doi.org/10.1080/03043797.2019.1690430
Indrawati, N. (2016). Meningkatkan kosakata siswa kelas VII B SMP melalui teknik permainan. LingTera, 3(2), 2. https://doi.org/10.21831/lt.v3i2.11113
Kemmis, S., McTaggart, R., & Nixon, R. (2014). The action research planner: Doing critical participatory action research. Springer.
Laufer, B., & Rozovski-Roitblat, B. (2011). Incidental vocabulary acquisition: The effects of task type, word occurrence and their combination. Language Teaching Research, 15(4), 391–411. https://doi.org/10.1177/1362168811412019
Mansur, M., & Fadhilawati, D. (2019). Applying Kahoot to improve the Senior High School students’ vocabulary achievement. VELES Voices of English Language Education Society, 3(2), 164. https://doi.org/10.29408/veles.v3i2.1591
Mertler, C. A. (2019). Action research: Improving schools and empowering educators (6th ed.). Metler Education Consulting.
Mills, G. E. (2007). Action research: A guide for teacher researcher (3rd ed.). Pearson Education, Inc.
Nugroho, Y. S., Nurkamto, J., & Sulistyowati, H. (2012). Improving students’ vocabulary mastery using flashcards. Journal of Sebelas Maret University Surakarta, 1–15. https://core.ac.uk/download/pdf/20334275.pdf
Pardo, L. S. (2004). What every teacher needs to know about comprehension. The Reading Teacher, 58(3), 272–280. https://doi.org/10.1598/RT.58.3.5
Penk, C., Pöhlmann, C., & Roppelt, A. (2014). The role of test-taking motivation for students’ performance in low-stakes assessments: an investigation of school-track-specific differences. Large-Scale Assessments in Education, 2(1), 1–17. https://doi.org/10.1186/s40536-014-0005-4
Permatasari, Y. D. (2019). Using Top and Tail Game to improve students’ vocabulary mastery. ELLITE: Journal of English Language, Literature, and Teaching, 4(2), 73. https://doi.org/10.32528/ellite.v4i2.2988
Prabantari, A., Asib, A., & Sarosa, T. (2014). Improving the students’ vocabulary mastery using Snakes and Ladders Game. English Education, 5(3), 1–12. https://doi.org/10.20961/eed.v5i3.35860
Putra, R. W. P. (2023). Improving students’ vocabulary through paper-mode quizizz: A classroom action research in Indonesian EFL setting. English Learning Innovation, 4(1), 22–31. https://doi.org/10.22219/englie.v4i1.24832
Rahmah, A., & Astutik, Y. (2020). Charades game: Does it affect students’ learning on English vocabulary? EnJourMe (English Journal of Merdeka): Culture, Language, and Teaching of English, 5(1), 75–83. https://doi.org/10.26905/enjourme.v5i1.4258
Rosyidi, M. A., & Nahartini, D. (2022). The use of Undercover Game to enhance students’ vocabulary achievement. The Journal of English Literacy Education, 9(01), 1–12. https://doi.org/10.36706/jele.v9i1.16918
Rott, S. (1999). The effect of exposure frequency on Intermediate Language Learners’ incidental vocabulary acquisition and retention through reading. Studies in Second Language Acquisition, 21(4), 589–619. https://doi.org/10.1017/S0272263199004039
Saleh, A. M., & Althaqafi, A. S. A. (2022). The effect of using Educational Games as a tool in teaching English vocabulary to Arab Young Children: A Quasi-Experimental study in a Kindergarten school in Saudi Arabia. SAGE Open, 12(1). https://doi.org/10.1177/21582440221079806
Sekhar, G. R., & Chakravorty, S. (2017). TESL/TEFL: Teaching english as a second or foreign language. ACADEMICIA: An International Multidisciplinary Research Journal, 7(4), 154. https://doi.org/10.5958/2249-7137.2017.00044.1
Subekti, A. S. (2020). Self-made vocabulary cards and differentiated assessments to improve an autistic learner’s English vocabulary mastery. International Journal of Education, 13(1), 8–17. https://doi.org/10.17509/ije.v13i1.22587
Suryasa, I. W., Prayoga, I. G. P. A., & Werdistira, I. W. A. (2017). An analysis of students motivation toward English learning as second language among students in Pritchard English academy (PEACE). International Journal of Social Sciences and Humanities, 1(2), 43–50. https://doi.org/10.29332/ijssh.v1n2.36
Syahr, R. A., & Kareviati, E. (2022). The student’s difficulties in learning vocabulary using cooperative learning through party game “Undercover.” PROJECT (Professional Journal of English Education), 5(3), 456–461.
Thornbury, S. (2002). How to teach vocabulary. Pearson Education Limited.
Wulansari, M., & Azizah, N. (2018). The effectivity of Snakes and Ladders game media to improve English vocabulary of children. Advances in Social Science, Education and Humanities Research, 249, 213–218. https://doi.org/10.2991/secret-18.2018.35
Zhi-liang, L. (2010). A study on English vocabulary learning strategies for non-English majors in independent college. Cross-Cultural Communication, 6(4), 152–164.
DOI: https://doi.org/10.21831/lt.v11i2.70849
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Adaninggar Septi Subekti
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Our Journal indexed by:
LingTera is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Based on a work at https://journal.uny.ac.id/index.php/ljtp.