Knowing that vocabulary is one of the language components that must be mastered, it was better to learn and master vocabulary from an early age so that students can easily communicate in English. The accuracy and speed of thinking in answering questions was one of the keys to the game in the scramble learning method. Based on the explanation above, the researcher conducted a study titled "The Effect of Scramble Game by Using Quiziz Application on Student's Vocabulary Mastery at Nine Grade of SMP GAJAH MADA MEDAN."
Does the use of Scramble game using Quiziz app affect student's vocabulary mastery at SMP Gajah Mada Medan. The purpose of the study is to find out if the use of the Scramble game from the Quiziz application affects the student's vocabulary mastery. In this study, the problem is limited to the student's vocabulary mastery using the Scramble game in the Quiziz app.
The result of this study can be used in the English language learning process, especially to increase students' vocabulary mastery, to support existing theories and empirical evidence of working knowledge and the principle of English language teaching. There is a significant effect of skirmish game using Quiziz app on student's vocabulary mastery. There is no significant effect of Scramble game using Quiziz app on student's vocabulary mastery.
Students should listen to a new word in a foreign language to notice the sound at the beginning and end of the word, as well as the stress patterns.
Vocabulary Mastery
Receptive knowledge refers to words that students recognize and understand when they occur in context, while productive knowledge refers to words that students understand, can pronounce correctly, and use constructively in speaking and writing. Based on the above explanation, it can be concluded that vocabulary knowledge is a person's knowledge or list of words in a language.
Scramble Game
Kinds of Scramble Game
Scramble word is a game where the letters are arranged to form a specific word with a meaning. Learns – she – Mathematics – school – at = she learns withthematics at school Dear friend – my – swimming – pool – and – me – in = Me and my best friend are swimming in the pool. The example above shows that it is a chaotic discourse, but the sentence is not arranged.
Procedures in Using Scramble Game
After the teacher has led the students in discussing and presenting their material, the other group is given time to respond. The teacher instructs the students to write their answers in a specific time after completing the task.
Advantages and Disadvantages of Scramble Method
Gamification
- Concept of Game
- Quiziz Application
- Features of Quiziz
- Advantages and Disadvantages of Quiziz Application
For many students, gaming is an important form of extramural exposure, and it would be helpful to better understand which types of games are most useful. Lestari (2019:14) argues that Kahoot is a popular e-learning tool that can be easily used to provide metacognitive support, classroom vibrancy and student presence in higher education where teacher and student training is limited. Kahoot is an example of educational software that uses game-based pedagogy and allows for the creation of online questionnaires, discussions, or exams, as well as student collaboration on research topics.
Using the Kahoot application, multiple choice questions can be formulated in debate format and played with all students. Students in the Kahoot application press a button for the correct answer to a question prepared in advance and projected onto the board using an internet-enabled device. The video can be edited directly with the video clipping feature so that only the necessary part is recorded.
When students answer a question, Quizizz automatically displays a meme to show whether their answer is correct or not. Rahayu and Purnawarman say the Quizizz app is a game-based educational program that integrates classroom activities and games to help students have a fun learning experience. The teacher can monitor the process and upload a summary at the end of the test to assess student progress.
From the explanation, we can conclude that Quizzz is an education program with amazing features like memes, music, avatars and themes to grow. The teacher can see the students' quiz result in the report and download it as a guide to give feedback to the students. The Quizizz app is an efficient way to improve students' skill acquisition and reduce their learning anxiety.
Quizizz is an online game-based tool that allows students to assess their understanding and advance their learning. While contestants answer questions in the live quiz mode, there is a live dashboard to see what is going on in the game. Quiz can give motivation to the students because the students have to make the game based on the time that has been set by the teacher.
Previous Study
The differences with my research are the object of the study, the technique of data collection and the method of teaching vocabulary. The second study was conducted by (Dita and Badrah Zaki (2022)) “The Effects of Scramble Game in Improving Students Vocabulary at Seventh Grade Students of Muhammadiyah Plus Batam.” The study is about teaching vocabulary to seventh grade students of Muhammadiyah Plus Batam Junior High The purpose of this study is to investigate the effects of the Scramble game on improving students' vocabulary.
The participants are students of grade 7B at Muhammadiyah Plus Batam Secondary School, the total is 28 students. The contribution of this study is used as the reference to my research that through the implementation of scrambe game in learning can improve students' vocabulary mastery. The differences are the methodology of the study that uses Classroom Action Research (KAR), the population and sample of the study.
The third study was conducted by Sakinah (2022) "The Use of Scramble Word Game on Student's Vocabulary." The purpose of this study is to look at the effects of scrambled word games on students' vocabulary mastery. The author uses a pre-experimental method and a one-group pretest-posttest design in this study. The contribution of this study is the use of research design which uses experimental quantitative.
The differences between this study and my study are the object, example, and technique of teaching scramble games using the Quizizz application.
Conceptual Framework
After calculating the data, the mean difference is 12.6, and the total deviation of the difference is 764.4.
RESEARCH METHODOLOGY 3.1 Research Design
- Population and Sample .1 Population
- Sample
- The Instrument of Collecting Data
- The Tehnique of Collecting Data
- The Tehnique of Analyzing Data
- The Scoring of the Test
- Hypothesis Testing
- Validity and Reliability Testing .1 Validity
- Reliability
The researcher gave 20 questions as the pre-test and post-test using media, Quiziz application. When collecting the data, the researcher must have method to collect data that is appropriate with the need of research. In this study, there were several procedures used by the researcher in collecting data, such as;.
The researcher rearranged the words, drag and drop vocabulary given to the third grade students of SMP Gajah Mada with two classes, first group as experimental group and the second group as the control group. After the students did the pre-test, they were given treatment by applying scramble game using Quiziz application in students' learning. The researcher observed students' behavior and activity during the lesson process to determine how the learning process was carried out.
During the observation, the researcher creates an observation sheet with a list of the students' activities. The researcher used a document that contains data from the school, such as the total number of students, teachers, and the condition of the school. To determine the effect of the treatment, the pre-test and post-test results were analyzed using the t-test formula.
Explain the significance of differences in the mean score. 6. Check the significances using the t-test. When analyzing the data between the experimental group and the control group, the researcher used the T-test formula as follows: When scoring the test, the researcher used the score ranging from 0 – 100 by reviewing the score from the quiziz application reports.
There was the accuracy, correct number, points, so the researcher saw the score of the students of accuracy. This means the researcher did not have to count the score again, but could be seen directly. To measure the validity of the test, the researcher gave the test to the students.
Then the student's scores were determined. The result of the test was valid for testing the student's vocabulary mastery. R = The reliability of the test K = The total number of questions SM = The average of the score.