THE IMPLEMENTATION OF GAME-BASED LEARNING TO OPTIMIZE STUDENTS’ VOCABULARY ACQUISITION IN SDN KADEMANGAN 01 BLITAR

Putri, Adinda Risdiana (2025) THE IMPLEMENTATION OF GAME-BASED LEARNING TO OPTIMIZE STUDENTS’ VOCABULARY ACQUISITION IN SDN KADEMANGAN 01 BLITAR. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

This study investigates the effectiveness of game-based learning (GBL) in enhancing vocabulary acquisition among fifth-grade students at SD Kademangan 01 Blitar. The study utilized a mixed-methods approach, combining both quantitative and qualitative data to assess the impact of GBL on students' vocabulary knowledge. A pre-test and post-test were conducted to measure students' vocabulary acquisition, alongside a questionnaire to identify challenges in implementing GBL in the classroom. The "Scrambled Body Word" game, a non-digital game focused on parts of the body, was used as the primary GBL activity. Results demonstrated significant improvements in students' vocabulary retention, as evidenced by the post-test scores. The study also revealed that game-based learning fostered a collaborative and engaging learning environment, which increased student motivation and participation. This research highlights the potential of GBL to improve vocabulary acquisition and suggests that its implementation can lead to more dynamic and interactive language learning experiences in elementary schools.

Item Type: Thesis (Undergraduate)
Student ID: 202110100311077
Keywords: elementary education, game-based learning, vocabulary acquisition
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: Faculty of Teacher Training and Education > Department of English Language Education (88203)
Depositing User: 202110100311077 adindarisdiana
Date Deposited: 01 Jul 2025 03:28
Last Modified: 01 Jul 2025 03:28
URI: https://eprints.umm.ac.id/id/eprint/18893

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