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Classroom action research is conducted in three cycles with one class of 28 students, using observation, tests, and questionnaires. Findings show scores rise from 17% in pre-test to 75% in post-test 1 (about 58% improvement), and 85% pass in post-test 2. 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D., & Rahayu, E. M. (2023). The Improving of the Student’s Vocabulary Achievement through CrosswordGameintheNewNormal Era. Edunesia: Jurnal Ilmiah Pendidikan, 4(2),830-842.  \nThis is an open-access article under the CC-BY-NC-ND license  \nAbstract: This research attempted to verify improved vocabulary achievement using the Crossword Game for the eleventh-grade students of SMAN 1 Krian. The method used was classroom action research. The reason why this research was done is because of the pre–cycle outcome. Only five students passed the criteria of minimum score (KKM) . So, the researcher wanted to give fun vocabulary learning through Crossword Games. This research was done in 3 cycles. And the subject was one class of eleventh-grade students, which was a class that consisted of 28 students. The instruments were observation, tests, and questionnaires. According to the data analysis, the second cycle's scores are higher than the first. From 17% in pre–test to 75% in post–test 1, it meant that there was an improvement about 58% . Post-test 2, the students passed 85% . Observation showed that students became more engaged when crossword games were used, and their activities dominated the learning process. As much as 92% of students gave a positive opinion about crossword games that said crossword was fun, engaging, and easy for students to study vocabulary. Therefore, teaching the English language using crossword puzzle games could improve the students' vocabulary achievement.  \nAbstrak: Penelitian ini bertujuan untuk membuktikan peningkatan pencapaian kosa kata dengan menggunakan Crossword Game padasiswa kelas sebelas SMAN 1 Krian. Metode yang digunakan adalah penelitian tindakan kelas. Alasan mengapa penelitian ini dilakukankarena hasil pra-siklus. Hanya 5 siswa yang lulus kriteria Nilai Minimal (KKM) . Jadi, peneliti ingin memberikan pembelajaran kosa kata yang menyenangkan melalui Crossword Game. Penelitian ini dilakukandalam 3 siklus. Subjek berjumlah 28 siswa dari kelas XI A2.5 . Instrumen yang digunakan adalah observasi, tes dan angket. Analisis data menunjukkan bahwa skor pada siklus kedua lebih baik daripada siklus pertama. Dari 17% pada pre-test menjadi 75% pada post-test 1, yang menunjukan ada peningkatan sekitar 58% . Pos-test 2 siswa lulus adalah 85% . Temuan observasi menunjukkan ketika permainan teka-teki silang digunakan, siswa menjadi lebih aktif dan aktivitas mereka mendominasiselama prosespembelajaran. Sebanyak 92% siswa memberikanpendapat positif tentang permainanteka-teki silang yang mengatakan bahwa tekateki silang itu menyenangkan, menarik dan memudahkan siswa untuk mempelajari kosa kata. Oleh karena itu, pengajaran kosakata bahasa Inggris menggunakan permainan teka-teki silang dapat meningkatkan pencapaian kosakata siswa.  \nA. Introduction  \nLearning vocabulary is one of the essential parts of learning a language (Harahap et al., 2022). With grammar and pronunciation, speech is crucial to any language (Alda & Wati, 2021) . One of the language components that helps students learn a language is vocabulary (Sadiyah et al., 2019) . The four skills of writing, reading, listening, and speaking are necessary for language proficiency (Liando & Lumettu, 2017) . Vocabulary is crucial to enhance the four English skills of listening, speaking, reading, and writing (Astriyanti & Anwar, 2016) . ","cbCaiphpFSDhKcJT","https://ap.wps.com/l/cbCaiphpFSDhKcJT","pdf",272914,13,"English","# Introduction\n## Vocabulary learning importance\n## Vocabulary problems in class XI A 2.5\n## New normal era teaching challenges\n## Technology and learning platform support","[{\"question\":\"What research method is used in this study?\",\"answer\":\"The study uses classroom action research in three cycles to improve vocabulary achievement.\"},{\"question\":\"How many students participated and what was the study duration?\",\"answer\":\"A single class of 28 eleventh-grade students participated, and the research was implemented across three cycles.\"},{\"question\":\"What evidence shows vocabulary achievement improved?\",\"answer\":\"Results increase from 17% passing in the pre-test to 75% in post-test 1, then to 85% in post-test 2, supported by test data and analysis.\"}]","The Improving of the Student’s Vocabulary Achievement through Crossword Game in the New Normal Era | PDF",1790616094,33]