The Effectiveness of A Gamified Vocabulary learning Media for Thai Junior High School Students

Authors

  • Amy Divanio Arcella Universitas Muhammadiyah Sumatera Utara, Indonesia
  • Yusriati Universitas Muhammadiyah Sumatera Utara, Indonesia
  • Dewi Kesuma Nst Universitas Muhammadiyah Sumatera Utara, Indonesia

DOI:

https://doi.org/10.31949/educatio.v12i1.17899

Abstract

This study aims to determine the effectiveness of gamification-based learning media in improving vocabulary mastery among junior high school students in Thailand and to examine whether there is a significant difference between students’ vocabulary achievement before and after the implementation of gamification. This research employed a quantitative experimental design using a pre-test and post-test approach. The population of this study consisted of 40 seventh-grade students at Nida Suksasat School, while the sample included 20 students selected for the experimental group. The data were collected through vocabulary tests administered before and after the treatment. The data were analyzed using descriptive statistics, normality testing (Shapiro-Wilk), and paired sample t-test. The results of the study showed that the mean score increased from 53.65 in the pre-test to 78.80 in the post-test. The normality test indicated that the data were normally distributed, with significance values greater than 0.05. Furthermore, the paired sample t-test revealed a significance value of less than 0.05, indicating that there is a statistically significant difference between pre-test and post-test scores. Based on these findings, it can be concluded that gamified vocabulary learning media is effective in improving students’ vocabulary mastery. The use of gamification elements such as points, badges, and leaderboards contributes to increased motivation, engagement, and active participation, resulting in better learning outcomes. Therefore, gamification can be considered an effective and innovative approach to vocabulary learning, especially in EFL contexts like Thailand.

Keywords:

gamification, vocabulary mastery, EFL, junior high school, learning media

Downloads

Download data is not yet available.

References

Budiyani, W., & Sujarwo, D. (n.d.). Interactive learning multimedia enhancing vocabulary mastery for junior high school students.

Dai, O., & Paputungan, N. A. (2024). Developing vocabulary in second language acquisition through theory to class (individual differences in SLA). In Jurnal Bahasa dan Sastra Inggris (Vol. 13, Issue 2).

Febrianti, D. T., & Taufiq, W. (2025). The Wordwall-Based Gamification in Teaching English Vocabulary Informasi Artikel Abstrak Histori Artikel. Jurnal Metaedukasi, 7(1). https://doi.org/10.37058/metaedukasi.

Giovani Br Lubis, Meikardo Samuel Prayuda, & Fiber Yun Almanda Ginting. (2025). The Effectiveness of Gamification Technique to Students’ English Vocabulary Acquisition for Seventh Grade Junior High School Students at SMP N 31 Medan. Jurnal Pengabdian Masyarakat Dan Riset Pendidikan, 4(1), 2827–2832. https://doi.org/10.31004/jerkin.v4i1.2059

Ha, H. T. (2021). Exploring the relationships between various dimensions of receptive vocabulary knowledge and L2 listening and reading comprehension. Language Testing in Asia, 11(1). https://doi.org/10.1186/s40468-021-00131-8

Kruawong, T., & Phoocharoensil, S. (n.d.). Enhancing Science Vocabulary and Content Knowledge of Thai EFL students through Content and Language Integrated Learning (CLIL) and English Science Textbooks Word Lists (ESTWL). In rEFLections (Vol. 31, Issue 1).

Laksanasut, S. (2025). Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play. TESOL and Technology Studies, 6(1), 16–29. https://doi.org/10.48185/tts.v6i1.1562

Permainan Edukatih Muarif, P., & Febrianti, H. (2024). Penerapan Permainan Edukatif dalam Meningkatkan Motivasi Belajar Siswa SMA Dalam Pelajaran Pendidikan Agama Islam. In Binary : Jurnal Teknologi Informasi dan Pendidikan (Vol. 1, Issue 1).

Purnawan, N., Padmadewi, N. N., & Budiarta, L. (2022). The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 9(1), 33–43. https://doi.org/10.17977/um031v9i12022p033

Raskova Octaberlina, L. (2023). EFL learning gamification : exploring high school learners’ vocabulary acquisition through experimentation. In Salience Journal (Vol. 3, Issue 1). https://jurnal.stkippgriponorogo.ac.id/index.php/Salience

Samortin, M. (2020). Effects of Gamified Learning Activities in Enhancing Junior High School Students’ English Vocabulary Retention. In Asian Journal on Perspectives in Education (Vol. 1, Issue 1).

Srimanee, J., Ruangnoi, K., Bin, M. J., & Abidin, Z. (n.d.). International Journal of Linguistics, Literature and Translation (IJLLT) A Study of Vocabulary Learning Strategies in EFL Reading of High, Middle and Low Vocabulary Achievers of Thai Tertiary Students. https://doi.org/10.32996/ijllt

Sugiyono. (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta, CV.

Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019a). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1). https://doi.org/10.1186/s40561-019-0106-1

Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019b). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1). https://doi.org/10.1186/s40561-019-0106-1

Yasfin Osadhi, S. (2024). The Effects of Vocabulary Learning Gamification on Students’ Vocabulary Development. Retain: Journal of Research in English Language Teaching, 12, 21–29.

Yulistiani, E., Wicaksono, A., Hastomo, T., & PGRI Bandar Lampung, S. (n.d.). The Correlation between Vocabulary Mastery, Reading Habits, and The Students’ Writing Ability.

Yusuk, S. (n.d.). Perceptions and Practices of EFL School Teachers on Implementing Active Learning in Thai English Language Classrooms. In THAITESOL JOURNAL (Vol. 33, Issue 1).

Downloads

Abstract Views : 73
Downloads Count: 53

Published

2026-04-06

How to Cite

Arcella, A. D., Yusriati, & Kesuma Nst, D. (2026). The Effectiveness of A Gamified Vocabulary learning Media for Thai Junior High School Students. Jurnal Educatio FKIP UNMA, 12(1), 8–16. https://doi.org/10.31949/educatio.v12i1.17899

Issue

Section

Articles

Similar Articles

<< < 14 15 16 17 18 19 20 21 22 23 > >> 

You may also start an advanced similarity search for this article.