The Effectiveness of the Hangman Game on Vocabulary Mastery of Fourth-Grade Students at SDN 3 Padamara, East Lombok
Abstract
This study aims to investigate the effectiveness of using the Hangman Game as a pedagogical tool to enhance vocabulary mastery among fourth-grade students at SDN 3 Padamara, East Lombok. The research employed a pre-experimental one-group pretest-posttest design, involving 32 students as participants. Data were collected through a 20-item multiple-choice vocabulary test administered before and after the treatment. The treatment consisted of two learning sessions using the Hangman Game as the instructional method. The results revealed a significant increase in students’ vocabulary scores from a mean of 49.69 (pretest) to 69.19 (posttest), with a significance value of p = 0.000 (p < 0.05), indicating strong statistical significance. These findings suggest that the Hangman Game is effective in improving vocabulary acquisition, engagement, and motivation in English learning. The study concludes that game-based learning strategies such as Hangman can serve as accessible and enjoyable alternatives to traditional methods, particularly in under-resourced primary school settings.
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