The Effectiveness of “Games To Learn English” Platform on Students’ Vocabulary Retention in EFL Classroom at SMP Negeri 1 Majene

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Date
2026-05-23
Authors
Familya Mursi
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Repository STAIN MAJENE
Abstract
Researcher : Familya Mursi Reg Number : 10256121015 Title : The Effectiveness of “Games To Learn English” Platform on Students’ Vocabulary Retention in EFL Classroom at SMP Negeri 1 Majene There are many students who struggle to retain their vocabulary at SMPN 1 Majene. This study investigates the effectiveness of the Games to Learn English platform in enhancing students’ vocabulary retention in an EFL classroom at SMPN 1 Majene. The research employed a quantitative method with a quasi-experimental design, specifically a two-group pre-test and post-test model. The participants consisted of 21 ninth-grade students who were taught vocabulary using the game based platform. Data were collected through vocabulary tests administered before and after the treatment. The results of the Wilcoxon Signed-Rank Test revealed a significant difference between the pre-test and post-test scores (Asymp. Sig. = 0.000 < 0.05), indicating that the platform is effective on students’ vocabulary retention. Therefore, the Games to Learn English platform can be considered effective on students’ vocabulary retention. Keywords: Vocabulary Retention, Games to Learn English Platform, EFL Classroom.
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