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A quasi-experimental pre-test post-test control group design involved 61 students split into an experimental group (n=31) using Minecraft-based learning and a control group (n=30) using conventional instruction. Vocabulary tests, observation sheets, and questionnaires were analyzed using an Independent Sample T-Test. Results show a significant performance difference favoring the Minecraft group, with higher post-test gains and superior student enthusiasm, participation, and motivation. Students perceive Minecraft as fun, interactive, and effective in reducing the belief that learning vocabulary is difficult.",{"@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/minecraft-based-learning-media-for-improving-students-english-vocabulary-mastery/430655/",{"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/minecraft-based-learning-media-for-improving-students-english-vocabulary-mastery/430655.png","ImageObject",300,407,{"name":92,"@type":93},"McQueen","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-24","2026-09-29",true,{"@type":102,"interactionType":103,"userInteractionCount":44},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the main purpose of this study?","Question",{"text":112,"@type":113},"To quantitatively measure the influence of using Minecraft on improving students' English vocabulary mastery.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How was the study designed and what groups were compared?",{"text":117,"@type":113},"It used a quasi-experimental pre-test post-test control group design, comparing a Minecraft-based experimental group (n=31) with a conventional control group (n=30).",{"name":119,"@type":110,"acceptedAnswer":120},"What data collection instruments and analysis method were used?",{"text":121,"@type":113},"Data were gathered through vocabulary mastery tests, observation sheets for student involvement, and questionnaires on students' responses. Independent Sample T-Test was used to analyze the results.","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},430655,1790899496,{"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":44,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},5909890329169,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Improving students' English Vocabulary Mastery through the application of Minecraft Video Game-based Learning Media  \nFaris Mohammad Royyan 1*, Arif Suryo Priyatmojo1  \n1 English Language Education/ Faculty of Languages and Arts/Semarang State University, Indonesia  \n*email: [royyanfarismohammad@gmail.com](royyanfarismohammad@gmail.com)  \n[DOI:](DOI: 10.31603/bedr.14995)[ ](DOI: 10.31603/bedr.14995)[10.31603/bedr.14995](DOI: 10.31603/bedr.14995)  \nAbstrak  \nTujuan utama dari studi ini adalah untuk mengukur secara kuantitatif pengaruh penggunaan Minecraft terhadap peningkatan penguasaan kosakata Bahasa Inggris pada siswa kelas VIII SMP Negeri 2 Temanggung tahun ajaran 2023/2024 . Penelitian ini mengadopsi metode kuasi-eksperimen dengan desain pre-test post-test control group. Sampel penelitian terdiri dari 61 siswa kelas VIII yang dibagi menjadi dua kelompok: kelompok eksperimen yang menerima perlakuan pembelajaran berbasis Minecraft (n=31), dan kelompok kontrol yang mengikuti pembelajaran konvensional (n=30) . Instrumen pengumpulan data meliputi tes penguasaan kosakata (diberikan sebelum dan sesudah perlakuan), lembar observasi untuk mengukur keterlibatan siswa, serta angket untuk mengetahui respons siswa terhadap media pembelajaran . Analisis data menggunakan uji Independent Sample T-Test. Hasil penelitian menunjukkan adanya perbedaan performa yang signifikan antara kedua kelompok. Kelompok eksperimen yang menggunakan Minecraft menunjukkan peningkatan skor rata-rata post-test yang jauh lebih tinggi dibandingkan dengan kelompok kontrol. Selain peningkatan hasil belajar secara kognitif, data observasi dan angket juga mengungkapkan bahwa siswa di kelompok eksperimen menunjukkan tingkat antusiasme, partisipasi, dan motivasi belajar yang lebih superior. Siswa memandang Minecraft sebagai alat belajar yang menyenangkan, interaktif, danefektif dalam mengurangi persepsi bahwa belajar kosakata itu sulit. Dengan demikian, dapat disimpulkan bahwa penerapan Minecraft sebagai media pembelajaran memiliki pengaruh positif yang signifikan danefektif untuk meningkatkan penguasaan kosakata Bahasa Inggris siswa SMP.  \nKata kunci: Kosakata Bahasa Inggris; Media Pembelajaran; Game Based Learning; Minecraft; KuasiEksperimen;  \nAbstract  \nThe main purpose of this study is to quantitatively measure the influence of the use of Minecraft on the improvement of English vocabulary mastery in grade VIII students of SMP Negeri 2 Temanggung for the 2023/2024 school year. This study adopts a quasi-experimental method with a pre-test post-test control group design. The research sample consisted of 61 grade VIII students divided into two groups: the experimental group that received Minecraft-based learning treatment (n=31), and the control group that  \nfollowed conventional learning (n=30). Data collection instruments include vocabulary mastery tests (before and after treatment), observation sheets to measure student involvement, and questionnaires to determine students' responses to learning media. The data was analyzed using an Independent Sample T-Test. The results showed a significant difference in performance between the two groups. The experimental group that used Minecraft showed a much higher increase in the average post-test score compared to the control group. In addition to improving cognitive learning outcomes, observational data and questionnaires also revealed that students in the experimental group showed superior enthusiasm, participation, and motivation to learn. Students view Minecraft as a fun, interactive, and effective learning tool in reducing the perception that learning vocabulary is difficult. Thus, the application of Minecraft as a learning medium has a significant and effective positive influence on improving the English vocabulary mastery of junior high school students.  \nKeywords: English Vocabulary; Learning Media; Game Based Learning; Minecraft; Quasi-Experimental  \n1. Introduction  \nLanguage plays an essential role in human life,","cbCaiveLYUe4cWrt","https://ap.wps.com/l/cbCaiveLYUe4cWrt","pdf",748901,15,"English","# Introduction\n## Background of vocabulary mastery\n## English vocabulary challenges\n## Rationale for Minecraft-based learning","[{\"question\":\"What is the main purpose of this study?\",\"answer\":\"To quantitatively measure the influence of using Minecraft on improving students' English vocabulary mastery.\"},{\"question\":\"How was the study designed and what groups were compared?\",\"answer\":\"It used a quasi-experimental pre-test post-test control group design, comparing a Minecraft-based experimental group (n=31) with a conventional control group (n=30).\"},{\"question\":\"What data collection instruments and analysis method were used?\",\"answer\":\"Data were gathered through vocabulary mastery tests, observation sheets for student involvement, and questionnaires on students' responses. Independent Sample T-Test was used to analyze the results.\"}]","Minecraft-Based Learning Media for Improving Students' English Vocabulary Mastery | PDF",1790653411,38]