THE EFFECT OF USING LETTER PUZLE GAME TO IMPROVE STUDENTS’ INTEREST IN LEARNING ENGLISH VOCABULARY

Authors

  • Hafidah Harin Thami Universitas Asahan
  • Rahma Yunita Ansi

Abstract

The purpose of this research is to find out whether there is Effect of Using Letter Puzzle Game to Improve Students’ Interest in Learning English Vocabulary at Grade X Of SMA Swasta Tunas Harapan 2024/2025 Academic Year. This type of research is quasi experiment with two group pre-test and post-test research designs. The population in this study is the entire class X consisting of 2 classes totalling 50 students. There are 2 classes of research samples (class XA and XB) which are taken in random clusters. In class XA as an experimental class using the Letter Puzzle Game model and in class XB as a control class with a conventional learning model. After the learning was completed, the post-test was obtained with an average result of the experimental class of 87.6 and the control class of 58.58. The result of the t test obtained, so accepted, thus there is Effect of Using Letter Puzzle Game to Improve Students’ Interest in Learning English Vocabulary at Grade X Of SMA Swasta Tunas Harapan.

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Published

2025-07-31

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Section

Articles