Enhancing Students’ Vocabulary Acquisition Through Interactive Crossword Puzzle Game
Abstract
Abstract—Vocabulary is one of the important aspects in English, but most students have difficulty in mastering vocabulary. To overcome the problem, this classroom action research aims to improve students' vocabulary mastery through interactive crossword puzzles. Conducted in one cycle using the Kemmis and McTaggart model, this study involved 35 seventh grade students of MTs Al-Munawwar in the academic year 2024/2025. The study used a mixed methods approach, quantitative data collected from the vocabulary tests and qualitative data through observation, questionnaires and interviews. The pre-test results showed that only 14.29% of students met the minimum completeness criteria (KKM 75), with an average score of 65.48. After the implementation of the Wordwall-based interactive crossword puzzle, the post-test average increased to 82.51, with 88.57% of students achieving scores above the KKM. Qualitative data showed an increase in student motivation, participation, and engagement. Findings suggest that interactive crosswords are fun and effective way to improve vocabulary, offering a more engaging alternative to traditional methods.
Keywords— vocabulary acquisition, crossword puzzle, classroom action research
abstrak—Kosakata merupakan salah satu aspek penting dalam pembelajaran bahasa Inggris, namun sebagian besar siswa mengalami kesulitan dalam menguasai kosakata. Untuk mengatasi masalah tersebut, penelitian tindakan kelas ini bertujuan untuk meningkatkan penguasaan kosakata siswa melalui penggunaan teka-teki silang interaktif. Dilaksanakan dalam satu siklus dengan menggunakan model Kemmis dan McTaggart, penelitian ini melibatkan 35 siswa kelas tujuh MTs Al-Munawwar tahun ajaran 2024/2025. Penelitian ini menggunakan pendekatan metode campuran, mengumpulkan data kuantitatif dari tes kosakata dan data kualitatif melalui observasi, kuesioner, dan wawancara. Hasil pre-test menunjukkan bahwa hanya 14,29% siswa memenuhi kriteria ketuntasan minimum (KKM 75), dengan nilai rata-rata 65,48. Setelah implementasi teka-teki silang interaktif berbasis Wordwall, rata-rata post-test meningkat menjadi 82,51, dengan 88,57% siswa mencapai nilai di atas KKM. Data kualitatif menunjukkan adanya peningkatan motivasi, partisipasi, dan keterlibatan siswa. Temuan menunjukkan bahwa teka-teki silang interaktif merupakan cara yang menyenangkan dan efektif untuk meningkatkan kosakata, menawarkan alternatif yang lebih menarik daripada metode tradisional.
Kata kunci— penguasaan kosakata, teka-teki silang, penelitian tindakan kelas
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