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Serang). A qualitative method was employed with 30 twelfth-grade students as participants. Data collection used questionnaires, interviews, and observation. Results show most students agreed and provided positive responses regarding games for vocabulary improvement. Game-based media made learning enjoyable, increased vocabulary mastery and English performance, and offered flexible opportunities for students to practice whenever they wished.",{"@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/students-perception-of-the-use-game-to-learn-english-in-improving-vocabulary-mastery-a-case-study-at-twelve-grade-students-ofsman-1-baros/430659/",{"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/students-perception-of-the-use-game-to-learn-english-in-improving-vocabulary-mastery-a-case-study-at-twelve-grade-students-ofsman-1-baros/430659.png","ImageObject",300,407,{"name":92,"@type":93},"Stanford","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-26","2026-09-29",true,{"@type":102,"interactionType":103,"userInteractionCount":39},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What does the research aim to investigate?","Question",{"text":112,"@type":113},"The research aims to find out how students perceive the use of games to increase vocabulary mastery.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which method and sample were used in this case study?",{"text":117,"@type":113},"The study used a qualitative method with 30 twelfth-grade students at SMAN 1 Baros as the sample.",{"name":119,"@type":110,"acceptedAnswer":120},"How were the data collected?",{"text":121,"@type":113},"Data were collected using a questionnaire, interviews, and observation.","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},430659,1790920740,{"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":39,"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},2336477552062,"https://ap-avatar.wpscdn.com/davatar_994ba38a5ba835b3df7d355c54d3ed8d","Students' Perception Of The Use \"Game To Learn English\" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students OfSMAN 1  \nBaros  \nNada Shofa Kamila1, Arisya Putri2, Ika Handayani3, Yudi Setiadi4  \n1,2,3,4 English Education, University Of Sultan Ageng Tirtayasa  \nReceived: 04 Agustus 2024  \nRevised : 11 Agustus 2024  \nAccepted: 18 Agustus 2024  \nKeywords:  \n(*) Corresponding Author:  \nAbstract  \nThis research aims to find out how students'perception of the use of game in increasing vocabulary mastery. This research was conducted inSMAN 1 Baros Kab. Serang. A qualitative method was used for this research and there were 30 students in the twelve class as the sample of this research. In collecting the data, this research used a questionnaire, interview, and observation. The findings took the result that most students agree and gave a positive response than the negative one of the uses of game in increasing vocabulary mastery. Game as a media gave the advantages and contribution to both the students to improve vocabulary mastery. 1) This media made the students feel enjoyable in learning English and made the learning process became fun; 2) This media gave a significant impact and increased students' vocabulary mastery and improved their English; 3) Using this media, the students had a chance to improve their English whenever they want to learn it. The conclusion could be taken that the students had positive responses and perceptions in using game as a media for increasing vocabulary mastery.  \nStudent Perceptions, Vocabulary Mastery, Game:, [nadashofak06@gmail.com](nadashofak06@gmail.com),  \nHow to Cite: Kamila, N. S., Putri, A., Handayani, I., & Setiadi, Y. (2024) . Students' Perception Of The Use\"Game To Learn English\" In Improving Vocabulary Mastery: A Case Study At Twelve Grade Students Of SMAN 1 Baros. [https://doi.org/10.5281/zenodo.13764612](https://doi.org/10.5281/zenodo.13764612) .  \nINTRODUCTION  \nIn the age of globalization, proficiency in the English language is critical. The ability to learn science and technology from other, more developed nations is made possible by having a strong command of the English language (Sari et al., 2022) . Additionally, being able to speak in English can create possibilities for international collaboration (Agung et al., 2022) . Therefore, the development of a country depends greatly on its English language proficiency.  \nVocabulary is a crucial component of learning English since it has an impact on other abilities including speaking, reading, writing, and listening (Amirzai, 2021). It will be challenging for students to comprehend conversations and readingsin English if they lack vocabulary. Additionally, they will struggle to communicate in English both verbally and in writing (Sa'd & Rajabi, 2018) . Therefore, learning vocabulary well is essential for developing strong English language abilities.  \nResearch reveals that many pupils still struggle to master English vocabulary, nonetheless (Dewati, 2020) . Students' low motivation and confidence in their ability to learn English are two variables that contribute to their lack of command of the language's vocabulary. This may be caused by a lack of varied teaching strategies in class, thus preventing students from participating actively (Agistiawati & Asbari, 2020) . Therefore, interactive teaching media is needed as a  \nstrategy that can increase students' motivation to participate actively in their learning.  \nEnglish can be learned through games as one technique. The use of games in the English learning process has a number of advantages, including the teacher's ability to present the subject in a more engaging way and the students' ability to learn English more quickly through games.  \nUnderstanding and recalling the terminology presented as well as more active teacher-student contact increase students' motivation to learn (Sahrawi et al., 2018) . Additionally, using games in the classroom can promote student-centered","cbCaip0QfmJjwU5v","https://ap.wps.com/l/cbCaip0QfmJjwU5v","pdf",247542,14,"English","# Introduction\n## Vocabulary as a Key English Component\n## Problems in Vocabulary Mastery and Motivation\n## Games as Interactive Learning Media\n## Prior Studies on Game-Based English Learning\n## Research Focus and Rationale","[{\"question\":\"What does the research aim to investigate?\",\"answer\":\"The research aims to find out how students perceive the use of games to increase vocabulary mastery.\"},{\"question\":\"Which method and sample were used in this case study?\",\"answer\":\"The study used a qualitative method with 30 twelfth-grade students at SMAN 1 Baros as the sample.\"},{\"question\":\"How were the data collected?\",\"answer\":\"Data were collected using a questionnaire, interviews, and observation.\"}]","Students' Perception Of The Use \"Game To Learn English\" In Improving Vocabulary Mastery - A Case Study At Twelve Grade Students OfSMAN 1 Baros | PDF",1790653415,35]