The Effect of Scrabble Game on Students’ Vocabulary Mastery



Putri, Ananda (2025) The Effect of Scrabble Game on Students’ Vocabulary Mastery. Undergraduate thesis, UNIVERSITAS MUHAMMADIYAH JEMBER.

[thumbnail of 1. New banget halaman depan.pdf] Text
1. New banget halaman depan.pdf

Download (901kB)
[thumbnail of 2. Skripsi abstrak.pdf] Text
2. Skripsi abstrak.pdf

Download (250kB)
[thumbnail of 3. Skripsi bab 1.pdf] Text
3. Skripsi bab 1.pdf

Download (311kB)
[thumbnail of 4. Skripsi bab 2.pdf] Text
4. Skripsi bab 2.pdf
Restricted to Repository staff only

Download (322kB) | Request a copy
[thumbnail of 5. Skripsi bab 3.pdf] Text
5. Skripsi bab 3.pdf
Restricted to Repository staff only

Download (344kB) | Request a copy
[thumbnail of 6. Skripsi bab 4.pdf] Text
6. Skripsi bab 4.pdf
Restricted to Repository staff only

Download (291kB) | Request a copy
[thumbnail of 7. Skripsi bab 5.pdf] Text
7. Skripsi bab 5.pdf
Restricted to Repository staff only

Download (269kB) | Request a copy
[thumbnail of 8. Skripsi bab 6.pdf] Text
8. Skripsi bab 6.pdf
Restricted to Repository staff only

Download (215kB) | Request a copy
[thumbnail of 9. Skripsi referensi.pdf] Text
9. Skripsi referensi.pdf

Download (255kB)
[thumbnail of 10. Appendix.pdf] Text
10. Appendix.pdf
Restricted to Repository staff only

Download (1MB) | Request a copy

Abstract

Vocabulary plays a crucial role in English language acquisition and is
essential for reading, writing, speaking, and listening proficiency. However,
vocabulary instruction in many Indonesian high schools still relies heavily on
traditional techniques such as memorization and textbook drills, which are often
monotonous and do not encourage active student participation.
The purpose of this research is to examine has a significant effect of
scrabble on students’ vocabulary mastery. This research employed a quantitative
approach with a quasi-experimental design, involving two groups of tenth-grade
students. The experimental group (n = 35) received vocabulary instruction through
the Scrabble game, while the control group (n = 35) was taught using
conventional teaching methods. A 20-item multiple-choice vocabulary test was
used as the research instrument and administered as both pre-test and post-test.
The data were analyzed using SPSS version 27, which included normality
and homogeneity tests, followed by the Mann-Whitney U test due to the non
normal distribution of the data. The findings showed that the experimental group
achieved a higher post-test mean score of 88.29, compared to 65.86 in the control
group. The Mann-Whitney U test revealed a significance value of < 0.001,
indicating a statistically significant effect of the Scrabble game on students’
vocabulary mastery. Furthermore, the experimental group had a lower standard
deviation in the post-test, suggesting greater consistency in learning outcomes.
In conclusion, the Scrabble game is proven to be an effective and engaging
tool for enhancing students’ vocabulary mastery. Its application fosters active
learning, motivation, and contextual understanding. Therefore, it is recommended
for integration into English language teaching practices, particularly within
Indonesia’s Independent Curriculum framework.

Contribution
Nama Dosen Pembimbing
NIDN/NIDK
Dosen Pembimbing
Fatkurochman, Henri
NIDN0021027301
Dosen Pembimbing
Astutik, Indri
NIDN0707107303

Item Type: Thesis (Undergraduate)
Keywords/Kata Kunci: game-based learning, scrabble game, vocabulary mastery
Subjects: 400 Language > 407 Education, Research & Related Topics
Divisions: Faculty of Teaching and Education Science > Department of English Literature Education (S1)
Depositing User: Ananda Dewi Maharani Syah Putri | anandadewimaharanisp23@gmail.com
Date Deposited: 20 Aug 2025 08:22
Last Modified: 20 Aug 2025 08:22
URI: http://repository.unmuhjember.ac.id/id/eprint/27152

Actions (login required)

View Item View Item