Using Hangman Game Application For The EFL Classroom: It Efficacy for Learners to Master Vocabulary

Authors

  • Nada Nabilah Universitas Negeri Padang

DOI:

https://doi.org/10.24036/icolp.v1i1.31

Keywords:

vocabulary, MALL, games, hangman game, LTL

Abstract

In this era, technology has taken apart in every platforms, including in educational settings, especially Language Teaching and Learning (LTL). This study purposed to determine that the using Mobile-Assisted Language Learning (MALL) through Hangman Game as one of the games could significantly gave the effect for English Foreign Language (EFL) learners in Indonesia context to master the vocabulary. The participants of this study were the 10th grades students of SMA Negeri 1 Tebing Tinggi Kab. Serdang Bedagai in academic year 2018/2019 that consist of 20 students.  The technique of analysis of that was used at this study were the analysis of qualitative data and the quantitative data. The qualitative data was taken from interview, observation of students’ learning process, researcher’s note. While, the quantitative data was collected from the mean score of test that given to the learners in Pre-Cycle, Cycle I and Cycle II. The findings of this study found that Hangman Game gave the new achievement for the EFL learners when they were doing the activities of learning process in the class. So this situation made the learners had good motivation during the language teaching and learning process and they also actively and enthusiastically in the class. These things indicated that the application Hangman Game could improve the EFL learners’ vocabulary mastery.

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Published

2021-12-23

How to Cite

Nabilah , N. . (2021). Using Hangman Game Application For The EFL Classroom: It Efficacy for Learners to Master Vocabulary. Proceeding of International Conference on Language Pedagogy (ICOLP), 1(1), 136–143. https://doi.org/10.24036/icolp.v1i1.31