[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-410221-105":59,"doc-detail-410221-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","the-effect-of-crossword-puzzle-game-on-students-vocabulary-mastery-at-grade-eight-of-smp-gkps-3-a-quantitative-quasi-experimental-study","THE EFFECT OF CROSSWORD PUZZLE GAME ON STUDENTS' VOCABULARY MASTERY AT GRADE EIGHT OF SMP GKPS 3 - A QUANTITATIVE QUASI-EXPERIMENTAL STUDY","","The study investigates whether crossword puzzle games effectively improve grade eight students’ mastery of descriptive text vocabulary, compared with conventional teaching media. A quantitative approach using a quasi-experimental design is employed, with data collected through pre-test and post-test measurements. Excel supports validity analysis of the materials and results. Findings show higher mean scores for the experimental group after treatment and a post-test t-value (3.666) exceeding the t-table (2.001), indicating a significant difference and improved vocabulary achievement.",{"@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/the-effect-of-crossword-puzzle-game-on-students-vocabulary-mastery-at-grade-eight-of-smp-gkps-3-a-quantitative-quasi-experimental-study/410221/",{"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/the-effect-of-crossword-puzzle-game-on-students-vocabulary-mastery-at-grade-eight-of-smp-gkps-3-a-quantitative-quasi-experimental-study/410221.png","ImageObject",300,407,{"name":92,"@type":93},"Bulrr","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-09","2026-09-28",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 is the main purpose of the study?","Question",{"text":112,"@type":113},"To determine whether crossword puzzle games are an effective medium for improving students’ vocabulary mastery of descriptive text, and to compare it with conventional media.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How was the research conducted?",{"text":117,"@type":113},"It used a quantitative quasi-experimental method, with pre-test and post-test data collection and Excel used to analyze validity.",{"name":119,"@type":110,"acceptedAnswer":120},"What do the results indicate about vocabulary improvement?",{"text":121,"@type":113},"The experimental group achieved higher pre-test and post-test means, and the post-test t-value (3.666) was greater than the t-table (2.001), showing a significant difference.","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},410221,1790693762,{"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,"preview_page_count":4},5909892115043,"https://ap-avatar.wpscdn.com/davatar_6f874abed73319feea01a86fa6f0fab8","THE EFFECT OF CROSSWORD PUZZLE GAME ON STUDENTS'VOCABULARY MASTERY AT GRADE EIGHT OF SMP GKPS 3  \nPEMATANG SIANTAR  \nCitra Julivera Nainggolan1, Christian Neni Purba2, Melda Veby Ristella Munthe3  \n123Faculty Of Education and Teacher Training, University Of HKBP Nommensen Pematangsiantar,  \nIndonesia  \ne-mail; [nainggolancitra900@gmail.com](nainggolancitra900@gmail.com)  \nAbstrak  \nTujuan dari penelitian ini adalah untuk mengetahui apakah permainan teka-teki silang merupakan media yang efektif untuk meningkatkan penguasaan kosakata teks deskriptif siswa, dan membandingkannya dengan siswa yang diajar dengan menggunakan media konvensional. Penelitian ini merupakan penelitian kuantitatif dengan menggunakan metode kuasi eksperimen sebagai metode pengumpulan datanya. Dalampenelitian ini data diambil dari pre-test dan post-test. Program Excel digunakan untuk menganalisis validitas. Hasil penelitian menunjukkan bahwa rata-rata pre-test kelompok eksperimen sebesar 55,33 dan kelompok kontrol sebesar 42,33. Kemudian rata-rata post-test kelompok eksperimen sebesar 82,5 dan nilai rata-rata post-test kelompok kontrol sebesar 63,16. Berdasarkan perhitungan uji-t post-test dari kedua kelas menunjukkan bahwa hasil nilai t-hitung (3,666) lebih tinggi dari t tabel (2,001). Karena t-hitung lebih tinggi darit-tabel, maka dapat dinyatakan bahwaterdapat perbedaanyang signifikan antara prestasi belajarsiswa yang diajar dengan menggunakan permainan teka-teki silang dan yang diajar dengan menggunakan media pembelajaran konvensional dalam meningkatkan kosakata. teks deskriptif. Siswayang diajar dengan menggunakan permainan teka-teki silang mempunyai prestasi belajar yang lebih tinggi. Dengan kata lain, permainan teka-teki silang efektif untuk meningkatkan penguasaan kosa kata siswa. Berdasarkan hasil tersebut, disarankan agar guru menggunakan teka-teki silang di kelas bahasa Inggris karena permainan ini sangat membantu siswa dalam meningkatkan penguasaan kosakata mereka..  \nKata kunci : Game Teka Teki Silang, Penguasaan Kosakata Abstract  \nThe aim of this study is to find out whether crossword puzzle game is an effective media to improve students’vocabulary mastery of descriptive text, and comparing with the students who were taught by using the conventional media. This study is a quantitative research using quasi-experimental as the method of collecting data. In this study, the data were taken from the pre-test and post-test. The Excel program was used to analyze the validity. The result shows that the mean of pre-test from the experimental group was 55,33, and the control group was 42,33. Then the mean of post-test from the experimental group was 82,5, and the score of the control group was 63,16 Based on the t-test calculation of post-test from both classes shows that the result of the tvalue (3,666) was higher than the t-table (2.001). Since the t-test was higher than the t-table, it could be stated that there was a significant difference between the students’achievement who were taught by using crossword puzzle game and those who were taught by using conventional learning media in improving vocabulary of descriptive text. The students who were taught by using crossword puzzle game have higher achievement. In other words, crossword puzzle game is effective to improve students’ vocabulary mastery. Based on this result, it is recommended that teachers use crossword puzzle in English classes because this game is very helpful for students in improving their vocabulary mastery..  \nKeywords: Crossword Puzzle Game, Vocabulary Mastery  \nINTRODUCTION  \nAs we know that when we want to communicate with people we need a language as a means of communication. Without having the ability to express a language, then we are unlikely to communicate with others and in fact we will be hard to express our thoughts and feelings to others. According to Brown (2000:5) states that \"Language is a system of arbitrary conventionalized vocal, written, or gestural symbols that e","cbCaioO7f94NMoRQ","https://ap.wps.com/l/cbCaioO7f94NMoRQ","pdf",322038,11,"English","# Introduction\n## Background of English Language Learning\n## Vocabulary and Language Skills","[{\"question\":\"What is the main purpose of the study?\",\"answer\":\"To determine whether crossword puzzle games are an effective medium for improving students’ vocabulary mastery of descriptive text, and to compare it with conventional media.\"},{\"question\":\"How was the research conducted?\",\"answer\":\"It used a quantitative quasi-experimental method, with pre-test and post-test data collection and Excel used to analyze validity.\"},{\"question\":\"What do the results indicate about vocabulary improvement?\",\"answer\":\"The experimental group achieved higher pre-test and post-test means, and the post-test t-value (3.666) was greater than the t-table (2.001), showing a significant difference.\"}]","THE EFFECT OF CROSSWORD PUZZLE GAME ON STUDENTS' VOCABULARY MASTERY AT GRADE EIGHT OF SMP GKPS 3 - A QUANTITATIVE QUASI-EXPERIMENTAL STUDY | PDF",1790584691,28]