Rendi Kurniadi, Atang (2026) THE EFFECTIVENESS OF GENIALLY AI BASED VOCABULARY GAMES IN INCREASING STUDENTS’ VOCABULARY MASTERY AT EIGHTH GRADE IN SMPN 8 SEKADAU HILIR. Skripsi thesis, STKIP Persada Khatulistiwa Sintang.
PBI_220607179_TITLE.pdf
Download (766kB)
PBI_220607179_CHAPTER 1.pdf
Download (327kB)
PBI_220607179_CHAPTER 2.pdf
Download (443kB)
PBI_220607179_CHAPTER 3.pdf
Restricted to Repository staff only
Download (366kB)
PBI_220607179_CHAPTER 4.pdf
Restricted to Repository staff only
Download (355kB)
PBI_220607179_CHAPTER 5.pdf
Download (329kB)
PBI_220607179_APPENDIX.pdf
Download (711kB)
SK Penguji.pdf
Restricted to Repository staff only
Download (2MB)
Undangan dan Berita Acara.pdf
Restricted to Repository staff only
Download (4MB)
Abstract
Rendi Kurniadi Atang, 2026. The Effectiveness Of Genially Ai Based VocabularGame In Increasing Student’s Vocabulary Mastery At Eighth Grade In SMPN Sekadau Hilir. Thesis. English Language Education Study Program, STKIP PersadaKhatulistiwa. Advisor 1: Sijono, M. Pd. Advisor 2: Yokie Prasetya Dharma, M. Pd. B. I. Keywords : vocabulary mastery, genially ai, oral recall test, pre-experimental design The study was conducted because students had limited vocabulary mastery, and thuse of interactive media in English learning was still limited. This study aimed tinvestigate the effectiveness of a Genially AI-based vocabulary game in increasingstudents' vocabulary mastery at the eighth grade of SMPN 8 Sekadau Hilir. Thisstudy employed a quantitative approach using a pre-experimental method with one-group pre-test and post-test design. The sample consisted of 12 students fromClass VIII A selected through purposive sampling. The instrument used in thstudy was an oral recall test that assessed four aspects of vocabulary masterynamely vocabulary recall, pronunciation, meaning, and spelling. The data wereanalyzed using IBM SPSS Statistics Version 27. The Shapiro–Wilk normality testindicated that the pre-test and post-test scores were normally distributed, witsignificance values was 0.109 and 0.891, respectively. Therefore, a paired-samplest-test was conducted to test the research hypothesis. The results showed that thmean score increased from 69.75 on the pre-test to 82.67 on the post-test.
Furthermore, the paired-samples t-test revealed a statistically significant differencebetween the pre-test and post-test scores (t = −6.084, df = 11, p < .001). Thesfindings indicate that the Genially AI-based vocabulary game was effective iincreasing students' vocabulary mastery at the eighth grade of SMPN 8 SekadaHilir. Therefore, it can be concluded that the use of the Genially AI-basevocabulary game contributed to the improvement of students’ vocabulary masterafter the treatment. The study implies that the Genially AI-based vocabulary gamcould serve as an interactive alternative medium for supporting vocabulary learninand providing students with engaging opportunities to practice and reinforce theivocabulary mastery.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Subjects: | L Education > L Education (General) |
| Depositing User: | Rendi Kurniadi Atang |
| Date Deposited: | 05 Oct 2026 06:55 |
| Last Modified: | 05 Oct 2026 06:55 |
| URI: | http://repository.persadakhatulistiwa.ac.id/id/eprint/3060 |

