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Many students still show low mastery caused by conventional methods that emphasize memorization and translation, so more innovative learning media are required. This study examines the effect of using the Assemblr Edu app on the vocabulary mastery of Eighth Grade students at Junior High School 20, Bengkulu City, during the 2025–2026 academic year. 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However, manystudents still have limited vocabulary mastery due to the use of conventionalteaching methods that rely on memorization and translation. Therefore, innovativelearning media are needed to enhance students’ vocabulary learning. This studyaims to determine the effect of using the Assemblr Edu app on the vocabularymastery of Eighth Grade of Junior High School 20, Bengkulu City during the 2025–2026 school year. This study employed a quantitative approach with a quasi -experimental non-equivalent control group design. The research sample wasselected using purposive sampling and consisted of an experimental class and acontrol class. Data were collected through vocabulary tests pretest and posttest.The experimental class received instruction using the Augmented Reality (AR) -based Assemblr Edu app, while the control class received conventional instructionusing printed picture media. The data were analyzed using an independent samplest-test with SPSS version 27. The results show a significance value (Sig. , 2-tailed) of0.003, which is less than 0.05 (0.003 \u003C 0.05) . Thus, the alternative hypothesis (Ha)is accepted and the null hypothesis (Ho) is rejected. It can be concluded that theAssemblr Edu app is effective in improving students’ vocabulary mastery and canserve as an alternative learning medium in English language instruction.  \nKeywords: interactive learning Media, Vocabulary Mastery, Assemblr EduApplication.  \n## ABSTRAK\n\nPenguasaan kosakata merupakan salah satu komponen penting dalampembelajaran bahasa Inggris karena mendukung kemampuan membaca, menulis,berbicara, dan menyimaksiswa. Namun, banyaksiswa masih memiliki penguasaankosakata yang rendah akibat penggunaan metode pembelajaran konvensional yangberfokus pada hafalan dan penerjemahan. Oleh karena itu, diperlukan mediapembelajaran yang inovatif untuk meningkatkan penguasaan kosakata siswa.Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan aplikasi AssemblrEdu terhadappenguasaan kosakata siswa kelas VIII SMP Negeri 20 Kota Bengkulutahun ajaran 2025–2026. Penelitian ini menggunakan pendekatan kuantitatif  \ndengan desain kuasi eksperimen tipe non-equivalent control group design. Sampelpenelitian dipilih menggunakan teknik purposive sampling yang terdiri atas kelaseksperimen dan kelas kontrol. Data dikumpulkan melalui tes kosakata pretest danposttest. Kelas eksperimen memperoleh pembelajaran menggunakan aplikasiAssemblr Edu berbasis Augmented Reality (AR), sedangkan kelas kontrol diajarmenggunakan metode konvensional dengan media gambar cetak. Data dianalisismenggunakan uji Independent Samples t-Test dengan bantuan SPSS versi 27.Hasil penelitian menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,003 yanglebih kecil dari 0,05 (0,003 \u003C 0,05) . Dengan demikian, hipotesis alternatif (Ha)diterima dan hipotesis nol (Ho) ditolak. Dapat disimpulkan bahwa aplikasi AssemblrEdu efektifdalam meningkatkan penguasaan kosakata siswa dan dapat digunakansebagai media alternatif dalam pembelajaran bahasa Inggris.  \nKata Kunci: Media Pembelajaran Interaktif, Penguasaan Kosakata, AplikasiAssemblr Edu.  \n## A. Introduction\n\nVocabulary is the main foundationin learning English as a foreignlanguage (EFL), because vocabularyplays a direct role in developingreading, writing, speaking, andlistening skills. Zeng et al. (2025)emphasize that vocabulary masterydetermines students' communicationskills and access to more complexacademic material. This i","cbCaib7oeoqY0cSr","https://ap.wps.com/l/cbCaib7oeoqY0cSr","pdf",1331660,15,"English","# A. Introduction","[{\"question\":\"Why is vocabulary mastery important for English learning in EFL contexts?\",\"answer\":\"Vocabulary mastery underpins reading, writing, speaking, and listening, and helps students access more complex academic materials.\"},{\"question\":\"What approach and design does the study use to test the effect of Assemblr Edu?\",\"answer\":\"The study uses a quantitative quasi-experimental non-equivalent control group design with pretest and posttest vocabulary tests.\"},{\"question\":\"How were the experimental and control classes taught?\",\"answer\":\"The experimental class learned using the Augmented Reality (AR)-based Assemblr Edu app, while the control class used conventional instruction with printed picture media.\"}]","THE EFFECT OF ASSEMBLR EDU APPLICATION ON STUDENTS’ VOCABULARY MASTERY - QUASI-EXPERIMENTAL STUDY AT THE EIGHTH GRADE OF JUNIOR HIGHSCHOOL 20, BENGKULU CITY, ACADEMIC YEAR 2025–2026 | PDF",1790600342,38]