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Penelitian ini menggunakan rancangan penelitian eksperimen dengan dua teknik berbeda untuk kelas eksperimen dan kelas kontrol. Analisis data dilakukan sebagai langkah awal untuk mengetahui hasil kedua kelas serta perbedaannya, termasuk pengujian hipotesis menggunakan rumus t-test. Hasil uji menunjukkan nilai t0 sebesar 13,52 dengan df 38, dan perbandingan terhadap nilai signifikan pada taraf 5% dan 1% mengarah pada penerimaan Ha dan penolakan Ho.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":20,"@type":76,"position":81},"https://docshare.wps.com/document/exam/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/improving-english-vocabulary-through-games-abstract/489626/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/improving-english-vocabulary-through-games-abstract/489626.png","ImageObject",300,407,{"name":92,"@type":93},"Ivy","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-07","2026-10-01",true,{"@type":102,"interactionType":103,"userInteractionCount":81},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the study’s main purpose?","Question",{"text":112,"@type":113},"The study aims to find out differences in vocabulary achievement between learning with games and without games.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How is the research designed?",{"text":117,"@type":113},"It uses an experimental research design with two different techniques for the experimental class and the control class.",{"name":119,"@type":110,"acceptedAnswer":120},"What statistical test is used to evaluate the hypothesis?",{"text":121,"@type":113},"The data are analyzed using the t-test formula to compare results between the two classes.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},489626,1792872443,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":19,"category_name":20,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":81,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":29,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144,"preview_page_count":4},549758252649,"https://ap-avatar.wpscdn.com/avatar/8000253669c5317157?_k=1778319167496531819","IMPROVING ENGLISH VOCABULARY THROUGH GAMES  \nSyamsurrijal  \nDosen ABA Bumigora Mataram  \n:  \nABSTRACT  \nTujuan penelitian ini adalah untuk menemukan perbedaan capaian dalampembelajaran kosakata dengan atau tanpa permainan. Penelitian ini menggunakan rancangan penelitian ekperimen. Penelitian ini menggunakan dua tehnik yang berbedauntuk kelas ekperimen dan untuk kelas kontrol. Analisa data merupakan langkah terahirdalam penelitian ekperimen. Proses data adalah langkah awal untuk mengetahui hasil dari kelas ekperiment dan kelas kontrol dan perbedaannya. Untuk mengetahui hipotesis data yang diperoleh kedua kelas tersebut dianalisa dan dianalisa menggunakan rumus ttes.  \nHasil dari penjumlahan didapatkan nilai t0 adalah 13,52. Tingkat kebebasan (df) adalah 38 (diperoleh dari (N1 +N2) = (20+20-2). Dalam penelitian ini penulis menggunakan tingkat signifikan 5% dan 1%. Dalam tabel signifikant bisa dilihat bahwatingkat kebebasane df 38 dan pada tingkat signifikan 5% dan 1 %, nilai signifikannya adalah 2,03 dan 2,75. Perbandingan t0 dengan tiap-tiap tingkat signifikan, yaitu dengan nilai 2,03 \u003C 13,52 > 2,75. Karena nilai t0 lebih kecil dari tt. Nilai yang diperoleh dari penjumlahan diketahui hipotesis alternativ (Ha) diterima dan hipotesis null (Ho) adalah ditolak.  \nDisimpulkan bahwa pengajaran kosa kata dengan menggunakan game ataupermainan lebih efektif dibandingkan dengan pengajaran kosa kata tanpa menggunakan game ataupermainan.  \nKata Kunci: peningkatan, kosakata, permainan  \nI. BACKGROUND OF THE STUDY  \nLanguage is a means of communication. People can communicate with each other by using language. Brown explains “Language is a system of communication by sound, operating through the organ of speech and hearing among members of a given community and using vocal symbol possessing arbitrary conventional meaning.” It is clearly stated that language is used to communicate with each other by our organ of speech.  \nIn Indonesia, English is regarded as the first foreign language. That is learned from Elementary School to University, even in kindergarten they have started to study English. It needs teacher skills. The teacher should be able to create an interesting method and technique in improving students’ vocabulary.  \nVocabulary is one important aspect in learning a foreign language. Without a proportional amount of vocabulary anyone will get trouble in his/her speaking, reading, listening, and writing. Without a shred of doubt, the writer said that the acquisition of vocabulary would help people in gaining, understanding, and also enhancing the process of knowledgeable transferred for a better life. Indisputably the chances for progress or success in any kind of fields, like computers, technology, economy, politics, tourism, and educational increase with the size and applications of vocabulary.  \n1. Statement of Problem.  \nBased on the background above the writer stated some problems:  \nIs there any different achievement in learning vocabulary with and without games?  \n2. Objective of Study  \nThe purpose of this study is to find out the differences achievement in learning vocabulary with and without games.  \nII. REVIEW AND RELATED LITERATURE  \n2.1. Vocabulary  \nIn the past, vocabulary teaching and learning were often given little priority in second language programs, but recently there has been a renewed interest in the nature of vocabulary and its role in learning and teaching.  \nAccording to Kruse, vocabulary, like grammar is an essential component of all uses of language. She also adds: “The skill needed to be able to guess the meaning of words from context, and discusses exercise that can be used to help students recognize prefixes, suffixes, and roots; read diagram and charts which may provides clues to the meaning of new vocabulary items; recognize definitions, infer meaning of words from context; and use grammatical clues to infer word meaning.”  \nAlthough vocabulary is the one that is emphasized, it does not mean other kinds ","cbCaib7iL8fBF2l4","https://ap.wps.com/l/cbCaib7iL8fBF2l4","pdf",287600,"English","# Abstract\n# Background of the Study\n## Statement of Problem\n## Objective of Study\n# Review and Related Literature\n## Vocabulary\n## The Meaning of Vocabulary\n## Kinds of Vocabulary","[{\"question\":\"What is the study’s main purpose?\",\"answer\":\"The study aims to find out differences in vocabulary achievement between learning with games and without games.\"},{\"question\":\"How is the research designed?\",\"answer\":\"It uses an experimental research design with two different techniques for the experimental class and the control class.\"},{\"question\":\"What statistical test is used to evaluate the hypothesis?\",\"answer\":\"The data are analyzed using the t-test formula to compare results between the two classes.\"}]","IMPROVING ENGLISH VOCABULARY THROUGH GAMES - Abstract | PDF",1790825459,15]