Using Online Scrabble Game as a Teaching Media for Students’ Vocabulary Achievement

Authors

  • Purnawati Purnawati Universitas Islam Syekh Yusuf

Keywords:

Online Scrabble Game, Quasi-Experiment, Vocabulary Achievement

Abstract

Vocabulary mastery plays a crucial role in supporting students’ overall English proficiency, yet many high school students still face difficulties in acquiring and retaining new words due to the limited use of engaging instructional media. In response to this issue, integrating digital game-based learning, such as an online Scrabble game, has been considered a potential strategy to enhance students’ vocabulary achievement. Therefore, this research aims to investigate the effect of using an online Scrabble game as a teaching media for tenth-grade students’ vocabulary achievement at an Islamic Senior High School in Tangerang. The purpose of this research is to find out the effect of using online scrabble game as a teaching media for tenth grade students' vocabulary achievement at an Islamic High School in Tangerang. In this research, the writer takes a sample of 47 students’ as the sample of the population, 26 science students as the experimental class and 21 social students as the control class. The experimental class uses the online Scrabble technique in its teaching process, while the control class uses conventional techniques in its teaching process. This type of research is Quasi Experimental with quantitative methods. The results of the research have shown that there is a significant effect of using Online Scrabble game as an effective teaching media. This study can be used to further develop students understanding of vocabulary instruction using Online Scrabble.

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Published

2026-05-07

How to Cite

Purnawati, P. (2026). Using Online Scrabble Game as a Teaching Media for Students’ Vocabulary Achievement . Lexica: Literature, Education, Culture, and Applied Linguistics, 1(1), 18–27. Retrieved from https://journal.uag.ac.id/Lexica/article/view/3