Exploring Students’ Perceptions of Scrabble Game on Vocabulary Learning: A Study at SMPN 34 Padang

Amanda Gulzha(1), Rizaldy Hanifa(2),
(1) Universitas Negeri Padang  Indonesia
(2) Universitas Negeri Padang  Indonesia

Corresponding Author
Copyright (c) 2024 Amanda Gulzha

DOI : https://doi.org/10.24036/jelt.v13i4.131278

Full Text:    Language : en

Abstract


This study explores students' perceptions of using the Scrabble game as a tool for vocabulary mastery at SMPN 34 Padang. The participants of this study were 37 8th-grade students in the 2024/2025 academic year. The research focuses on four key areas: attractiveness, effectiveness, relevance, and motivation, aiming to understand the educational value students associate with the game in the context of vocabulary acquisition. A quantitative method was employed, with data collected through a questionnaire and analysed using SPSS for reliability testing. Findings show that students generally perceive Scrabble positively, with an overall average score of 3.41, categorizing their perception as very positive. Students reported increased engagement and confidence, feeling that Scrabble makes learning English vocabulary enjoyable and less intimidating. Additionally, they found the game relevant to academic purposes and real-life applications, enhancing their motivation. This research aligns with existing studies on game-based learning, suggesting that Scrabble can be an effective educational tool for vocabulary mastery. The study's implications support the integration of Scrabble and similar educational games into language curricula to foster vocabulary development and motivation in learners.


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