Proceedings of the 2nd International Conference of Science and Technology in Elementary Education (ICSTEE 2023)

Gamification in Teaching Vocabulary

Authors
Muhammad Asrul Sultan1, *, Nurhikmah Nurhikmah1, Abdul Halik1
1Makassar State University, Makassar, Indonesia
*Corresponding author. Email: m.asrul.sultan@unm.ac.id
Corresponding Author
Muhammad Asrul Sultan
Available Online 8 February 2024.
DOI
10.2991/978-2-38476-210-1_23How to use a DOI?
Keywords
Gamification; English Vocabulary; teaching
Abstract

The objective of this research is to find out whether the use of Gamification in teaching Vocabulary is effective to increase students’ English Vocabulary. This research is aquasi experimental research and it employed a purposes sampling technique sampling. The population of this research were all students of SD Negeri 12 Parepare as many as 287 Students, while the sample was class VA as an experimental class and class VB as a control class. The data were collected after pretest, treatment, and posttest. . The data analysis technique is the Independent Sample T-tests. Based on the results of inferential statistical analysis shows Sig (2-tailed) = 0.014 < 0.05, so H0 is rejected and H1 is accepted. Thus, it can be concluded that gamification can increasing student’s English vocabulary in V grade of SD Negeri 12 Kota Parepare.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd International Conference of Science and Technology in Elementary Education (ICSTEE 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
8 February 2024
ISBN
978-2-38476-210-1
ISSN
2352-5398
DOI
10.2991/978-2-38476-210-1_23How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Muhammad Asrul Sultan
AU  - Nurhikmah Nurhikmah
AU  - Abdul Halik
PY  - 2024
DA  - 2024/02/08
TI  - Gamification in Teaching Vocabulary
BT  - Proceedings of the 2nd International Conference of Science and Technology in Elementary Education (ICSTEE 2023)
PB  - Atlantis Press
SP  - 274
EP  - 281
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-210-1_23
DO  - 10.2991/978-2-38476-210-1_23
ID  - Sultan2024
ER  -