THE USE OF SCRABBLE GAME APPLICATION IN IMPROVING STUDENS’ VOCABULARY

Penulis

  • aldy yuliasyah pendidikan bahasa inggris

Kata Kunci:

Vocabulary, Scrabble game, application

Abstrak

Vocabulary is important to be taught in schools, especially English vocabulary. It is needed to help the students able to convey what they think or feel. The Impact of Using Scrabble Game Application for Improving Student Vocabulary is my tittle. This research aimed understand and know whether scrabble game can improve on the student vocabulary or whether by playing Scrabble game only make student fun and enjoy without any advantages. This research uses descriptive qualitative approach, it means the data which is used to support this research is in the form of sentence and paragraph.

Referensi

Agustin, R. W., & Ayu, M. (2021). THE IMPACT OF USING INSTAGRAM FOR INCREASING VOCABULARY AND LISTENING SKILL. Journal of English Language Teaching and Learning, 2(1), 1–7.

Almuafiry, H., Jurusan, E., Informatika, T., Adhi, T., & Surabaya, T. (2017). Game Edukasi Bahasa Indonesia Kelas 1 Sekolah Dasar Berbasis Android Menggunakan DGBL-ID Model. Integer Journal, 2(1), 10–20.

Ambarwati, R., & Mandasari, B. (2020). THE INFLUENCE OF ONLINE CAMBRIDGE DICTIONARY TOWARD STUDENTS’PRONUNCIATION AND VOCABULARY MASTERY. Journal of English Language Teaching and Learning, 1(2), 50–55.

Amelia, D. (2021). UPAYA PENINGKATAN KOSAKATA BAHASA INGGRIS MELALUI STORYTELLING SLIDE AND SOUND. Journal of Social Sciences and Technology for Community Service (JSSTCS), 2(1), 22–26.

Aminatun, D. (2016). Eye movements and lexical access in spoken-language comprehension: Evaluating a linking hypothesis between fixations and linguistic processing. UNS (Sebelas Maret University).

Aminatun, D., & Oktaviani, L. (2019). USING “MEMRISE” TO BOOST ENGLISH FOR BUSINESS VOCABULARY MASTERY: STUDENTS’VIEWPOINT. PROCEEDINGS UNIVERSITAS PAMULANG, 1(1).

Apriyanti, D., & Ayu, M. (2020). Think-Pair-Share: Engaging Students in Speaking Activities in Classroom. Journal of English Language Teaching and Learning, 1(1), 13–19.

Ardyanto, T., & Pamungkas, A. R. (2018). Pembuatan Game 2D Petualangan Hanoman Berbasis Android. Jurnal Go Infotech, 23(2), 14–17. https://doi.org/10.36309/goi.v23i2.79

Ayu, M. (2020a). Evaluation Cultural Content on English Textbook Used by EFL Students in Indonesia. JET (Journal of English Teaching), 6(3), 183–192.

Ayu, M. (2020b). Online learning: Leading e-learning at higher education. The Journal of English Literacy Education: The Teaching and Learning of English as a Foreign Language, 7(1), 47–54.

Ayu, M., Diem, C. D., & Vianty, M. (2017). Secondary school students’ English literacy: Use of interactive read aloud instructional strategy. International Journal of Applied Linguistics and English Literature, 6(7), 292–299.

Baker, S. E., & Edwards, R. (2012). How many qualitative interviews is enough ? National Centre for Research Methods Review Paper, 1–42. https://doi.org/10.1177/1525822X05279903

Booch, G., Rumbaugh, J., Jacobson, I., & Wesley, A. (1998). Unified Modeling Language User Guide, The Unified Modeling Language User Guide, The Library of Congress Cataloging-in-Publication Data.

Borman, R. I., & Erma, I. (2018). Pengembangan Game Edukasi Untuk Anak Taman Kanak-Kanak (TK) Dengan Implementasi Model Pembelajaran Visualitation Auditory Kinestethic (VAK). JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 3(1).

Fauzi, A. H., & Sukoco, I. (2019). Konsep Design Thinking pada Lembaga Bimbingan Belajar Smartnesia Educa. Organum: Jurnal Saintifik Manajemen Dan Akuntansi, 2(1), 37–45. https://doi.org/10.35138/organum.v2i1.50

Heri Kuswoyo, S. S., & Wahyudin, A. Y. (2017). Improving Student‟ Listening Skill Using Task-Based Approach in EFL Classroom Setting.

Mandasari, B., & Aminatun, D. (2020a). IMPROVING STUDENTS’SPEAKING PERFORMANCE THROUGH VLOG. English Education: Journal of English Teaching and Research, 5(2), 136–142.

Mandasari, B., & Aminatun, D. (2020b). VLOG: A TOOL TO IMPROVE STUDENTS‟ ENGLISH SPEAKING ABILITY AT UNIVERSITY LEVEL. PROCEEDINGS UNIVERSITAS PAMULANG, 1(1).

Mandasari, B., Suprayogi, M., Maskar, S., Mat, M. P., Mahfud, I., & Oktaviani, L. (n.d.). FAKULTAS SASTRA DAN ILMU PENDIDIKAN.

Muliyah, P., & Aminatun, D. (2020). Teaching English for Specific Purposes in Vocational High School: Teachers’ Beliefs and Practices. Journal of English Teaching, 6(2), 122–133.

Muliyah, P., Rekha, A., & Aminatun, D. (2020). Learning from Mistakes: Students’ Perception towards Teacher’s Attitude in Writing Correction. Lexeme: Journal of Linguistics and Applied Linguistics, 2(1), 44–52.

Novanti, E. A., & Suprayogi, S. (2021). WEBTOON’S POTENTIALS TO ENHANCE EFL STUDENTS’VOCABULARY. Journal of Research on Language Education, 2(2), 83–87.

Novian, D., Dwinanto, A., & Mulyanto, A. (2019). The Application of Cooperative Learning Methods in the Developing and Analyzing the Quality of An Educational Game. Journal of Physics: Conference Series, 1387(1). https://doi.org/10.1088/1742-6596/1387/1/012122

Oktaviani, L. (2017). Developing a multimedia-based ethnic snake game to promote speaking skills for university freshmen. Universitas Negeri Malang.

Pahdi, R., Mailizar, & Abidin, Z. (2020). Indonesian junior high school students’ higher order thinking skills in solving mathematics problems. Journal of Physics: Conference Series, 1460(1). https://doi.org/10.1088/1742-6596/1460/1/012031

Pranoto, B. E., & Suprayogi, S. (2020). Incorporating 9GAG memes to develop EFL learners’ speaking ability and willingness to communicate. IJEE (Indonesian Journal of English Education), 7(2), 130–144.

Pratama, R. R., & Surahman, A. (2020). PERANCANGAN APLIKASI GAME FIGHTING 2 DIMENSI DENGAN TEMA KARAKTER NUSANTARA BERBASIS ANDROID MENGGUNAKAN CONSTRUCT 2. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 1(2), 234–244.

Pratiwi, Z. F., & Ayu, M. (2020). THE USE OF DESCRIBING PICTURE STRATEGY TO IMPROVE SECONDARY STUDENTS’SPEAKING SKILL. Journal of English Language Teaching and Learning, 1(2), 38–43.

Putri, N., & Aminatun, D. (2021). USING FACEBOOK TO PRACTICE WRITING SKILL: WHAT DO THE STUDENTS THINK? Journal of English Language Teaching and Learning, 2(1), 45–50.

Qodriani, L. U. (2021). c. English Language and Literature International Conference (ELLiC) Proceedings, 3, 349–355.

Sandika, A., & Mahfud, I. (2021). Application of Cardiovascular Endurance Training Model With The Ball Football Game at SSB Bintang Utara Pratama. The 1st International Conference on Language Linguistic Literature and Education (ICLLLE).

Sari, F. M. (n.d.). ENHANCING STUDENT’S VOCABULARY MASTERY THROUGH PROJECT-BASED LEARNING IN THE EFL CLASSROOM. 16 November 2019, Bandar Lampung, Indonesia I.

Sari, S. N., & Aminatun, D. (2021). STUDENTS’PERCEPTION ON THE USE OF ENGLISH MOVIES TO IMPROVE VOCABULARY MASTERY. Journal of English Language Teaching and Learning, 2(1), 16–22.

Simamora, M. W. B., & Oktaviani, L. (2020). WHAT IS YOUR FAVORITE MOVIE?: A STRATEGY OF ENGLISH EDUCATION STUDENTS TO IMPROVE ENGLISH VOCABULARY. Journal of English Language Teaching and Learning, 1(2), 44–49.

Sinaga, R. R. F., & Oktaviani, L. (2020). The Implementation of Fun Fishing to Teach Speaking for Elementary School Students. Journal of English Language Teaching and Learning, 1(1), 1–6.

Sintaro, S. (2020). RANCANG BANGUN GAME EDUKASI TEMPAT BERSEJARAH DI INDONESIA. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 1(1), 51–57.

Suryono, R. R., & Subriadi, A. P. (2016). Investigation on the effect of user’s experience to motivate playing online games. Journal of Theoretical and Applied Information Technology, 86(1), 62–67. https://doi.org/10.5281/zenodo.579892

Tiku Ali, J., & Patombongi, A. (2016). Perancangan Game Edukasi Pembelajaran Membaca Berbasis Android. Simtek : Jurnal Sistem Informasi Dan Teknik Komputer, 1(1), 1–8. https://doi.org/10.51876/simtek.v1i1.1

Yuliansyah, A., & Ayu, M. (2021). The Implementation of Project-Based Assignment in Online Learning during Covid-19. Journal of English Language Teaching and Learning, 2(1), 32–38.

Unduhan

Diterbitkan

2022-03-16