APPLICATION OF 'WORDS SCRAMBLE GAMES' IN IMPROVING VOCABULARY MASTERY OF 8C GRADE STUDENTS' AT AL-HUDA ISLAMIC JUNIOR HIGH SCHOOL BANDUNG, TULUNGAGUNG

FAIRLY AMELYA RAHMAN, 126203202086 and NURUL CHOJIMAH, 196906292009012001 (2025) APPLICATION OF 'WORDS SCRAMBLE GAMES' IN IMPROVING VOCABULARY MASTERY OF 8C GRADE STUDENTS' AT AL-HUDA ISLAMIC JUNIOR HIGH SCHOOL BANDUNG, TULUNGAGUNG. [ Skripsi ]

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Abstract

Fairly Amelya Rahman. 126203202086. 2025. Application of ‘Word Scramble Games’ in Improving Vocabulary Mastery of 8C Grade Students’ at Al- Huda Islamic Junior High School Bandung, Tulungagung. Thesis. English Education Department.Faculty of Tarbiyah and Teacher Training. Sayyid Ali Rahmatullah State Islamic University Tulungagung. Advisor: Dr. Nurul Chojimah, M.Pd. Key Words : Word Scramble Game, Vocabulary Mastery, Classroom Action Research. This study aims to improve the vocabulary mastery of students in class 8C at Al-Huda Islamic Junior High School Bandung, Tulungagung through the application of the Word Scramble Game. The main problems faced by students are low vocabulary mastery and low learning motivation, which have an impact on low overall English learning outcomes. To address these issues, the researcher implemented an engaging and interactive teaching method to motivate students in learning new English vocabulary. This study is a Classroom Action Research (CAR) conducted in two cycles. Each cycle consisted of four stages: planning, implementation, observation, and reflection. The instruments used in data collection included vocabulary tests, student questionnaire responses, and documentation. Evaluation was conducted through test results in cycle 1 and cycle 2 to determine improvements in students' vocabulary mastery. The results of the study indicate a significant improvement in students' vocabulary mastery after the implementation of the Word Scramble Game. In cycle 1, the average score of students was 73.37, with 45.94% of students achieving the KKM (75). After improvements were made in Cycle 2, the average score increased to 84.45, and the percentage of students who achieved the KKM score rose to 89.18%. These research results indicate that most students were able to understand and master the vocabulary taught through the game-based learning method. In conclusion, the use of the Word Scramble Game has been proven to improve vocabulary mastery among students in class 8C at Al-Huda Islamic Junior High School Bandung Tulungagung. In addition to improving learning outcomes, this game-based learning method can also create an active, enjoyable, and calm classroom atmosphere. Therefore, this game can be used as an alternative strategy in English vocabulary learning.

Item Type: Skripsi
Subjects: Bahasa Dan Sastra > Bahasa Inggris
Pendidikan > Metode Pembelajaran
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 126203202086 FAIRLY AMELYA RAHMAN
Date Deposited: 21 Jan 2026 06:52
Last Modified: 21 Jan 2026 06:52
URI: http://repo.uinsatu.ac.id/id/eprint/64650

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