Penggunaan Media Wordwall Untuk Mengembangkan Kemampuan Kosakata Bahasa Inggris Siswa: Studi Kasus
DOI:
https://doi.org/10.55606/inovasi.v5i2.5768Keywords:
Wordwall, Kosakata, Studi Kasus, Keterlibatan Siswa, Pembelajaran Berbasis GameAbstract
Abstract : This qualitative research with a case study design is the use of interactive Wordwall games to engage in students’ vocabulary skill. This research aims to evaluate the use of WordWall’s game-based learning activities on students’ ability to learn and retain vocabulary, focusing on both immediate vocabulary comprehension and long-term retention. The study was conducted at MTs Darunnida with eighth-grade students as participants. Data were collected through classroom observations and semi-structured interviews to examine how Wordwall influenced students’ emotional engagement in learning English vocabulary. The results of the study from the findings are divided into five main themes: (1) Vocabulary Learning Experience, (2) Preferences for interactive word wall games, (3) Interest in Continued Use of Wordwall, (4) Motivation Challenges in wordwall games, (5) Emotional Engagement. Thus, this study confirmed the use of Wordwall games created a more engaging and interactive learning environment that enhanced vocabulary among students.
Keywords: Wordwall, Vocabulary, Cases Study, Student Engagement, Game-based Learning
Abstrak : Penelitian kualitatif dengan desain studi kasus ini menyelidiki penggunaan permainan Wordwall interaktif dalam pengajaran kosakata kepada siswa SMP dan menganalisis keterlibatan serta pengalaman belajar mereka. Penelitian ini bertujuan untuk mengevaluasi penggunaan aktivitas pembelajaran berbasis permainan WordWall terhadap kemampuan siswa dalam mempelajari dan mengingat kosakata baru, dengan fokus pada pemahaman kosakata langsung dan ingatan jangka panjang. Penelitian ini dilakukan di MTs Darunnida dengan siswa kelas delapan sebagai partisipan. Data dikumpulkan melalui observasi kelas dan wawancara semi-terstruktur untuk mengkaji bagaimana Wordwall memengaruhi keterlibatan emosional siswa dalam mempelajari kosakata bahasa Inggris. Hasil penelitian menunjukkan Temuan penelitian dibagi menjadi lima tema utama: (1) Pengalaman Belajar Kosakata, (2) Preferensi terhadap permainan dinding kata interaktif, (3) Minat Penggunaan Wordwall Secara Berkelanjutan, (4) Motivasi melalui Tantangan dalam permainan dinding kata, (5) Keterlibatan Emosional. (6) Hasil Penggunaan Wordwall. Aktivitas tersebut juga membantu mereka mengatasi kebosanan belajar, karena format berbasis permainan memberikan suasana belajar yang menyenangkan. Dengan demikian, penelitian ini menegaskan bahwa penggunaan permainan Wordwall menciptakan lingkungan belajar yang lebih menarik dan interaktif yang meningkatkan penguasaan kosakata siswa.
Kata kunci: Wordwall, Kosakata, Studi Kasus, Keterlibatan Siswa, Pembelajaran Berbasis Game
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