Putri Bulan Mawar (1), Afrillia Anggreni (2)
Vocabulary is the most crucial component for EFL learners in learning English because it is a key to acquiring and improving language skills. Nevertheless, to master vocabulary, the EFL learners need great effort. Therefore, this study aims to identify the effectiveness of spelling bee games in boosting vocabulary mastery of Gen Z students. This study employed a pre-experimental design with one group pre-test and post-test. The sample consisted of 32 students from class VII G, a show was selected purposively. The data collection involved pre-test and post-test. The data were analyzed using a parametric test (paired-sample test) assisted by SPSS 26. The result of this study finds that the significance of 2-tailed is lower than (<) 0.05, which reveals that spelling bee as a conventional game is still statistically effective in elevating Gen Z’ English vocabulary. Thus, conventional games can still be maintained to teach Gen Z students vocabulary, especially in teaching form (spelling) and use (constructing sentences).
Adisti, A. R. (2016). Creating an English computer game as an interactive material in teaching english to young learner (Teyl). REGISTER JOURNAL, 9(2).
Aghlara, L., & Tamjid, N. H. (2011). The effect of digital games on Iranian children’s vocabulary retention in foreign language acquisition. Procedia - Social and Behavioral Sciences, 29, 552–560. https://doi.org/10.1016/j.sbspro.2011.11.275
Choo, S. Y., & Taha, H. (2023). Embracing gen-z’s learning styles with a mobile enthalpy game application (MEGA) for thermochemical equation. Jurnal Cakrawala Pendidikan, 42(1). https://doi.org/10.21831/cp.v42i1.35394
Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32–54.
Hernandez-de-Menendez, M., Escobar Díaz, C. A., & Morales-Menendez, R. (2020). Educational experiences with Generation Z. International Journal on Interactive Design and Manufacturing (IJIDeM), 14(3), 847–859. https://doi.org/10.1007/s12008-020-00674-9
Karina Wedhanti, N., Ratminingsih, N. M., & Samiyanti, K. (2021). The effectiveness of spelling bee game through students’ vocabulary mastery. JELTIM (Journal of English Language Teaching Innovations and Materials), 3(2), 61. https://doi.org/10.26418/jeltim.v3i2.33877
Novinda, K. & Haryadi. (2020). The effectiveness of using traditional and modern games to improve students’ speaking ability: Proceedings of the 2nd Yogyakarta International Conference on Educational Management/Administration and Pedagogy (YICEMAP 2019). 2nd Yogyakarta International Conference on Educational Management/Administration and Pedagogy (YICEMAP 2019), Yogyakarta, Indonesia. https://doi.org/10.2991/assehr.k.201221.059
Nurchintyawati, I. (2022). Android based educational game in learning and teaching English Vocabulary. Journal of Applied Linguistics, 2(1), 13–18. https://doi.org/10.52622/joal.v2i1.44
Owen, E. A., Razali, A. B., Abd Samad, A., & Noordin, N. (2019). Enhancing Libyan students’ english speaking performance through language game and information gap activities. Problems of Education in the 21st Century, 77(1), 110–125. https://doi.org/10.33225/pec/19.77.110
Payra, S., & Cardona, S. (2016). Spelling Bee: A study on the motivation and learning strategies among elementary and junior-high student competitors. Journal of Emerging Investigators. https://doi.org/10.59720/15-078
Pratiwi, P. T., Zasrianita, F., & Akbarjono, A. (2021). Enriching students’ vocabulary mastery through english spelling Bee Games. Jadila: Journal of Development and Innovation in Language and Literature Education, 2(2), 155–169. https://doi.org/10.52690/jadila.v2i2.193
Pusparini, I., & Ningrum, M. P. (2020). Improving Students’ vocabulary mastery using spelling Bee game at fifth grade in SDIT Ya Bunayya Pujon. Journey (Journal of English Language and Pedagogy), 3(2), 66–73. https://doi.org/10.33503/journey.v3i2.956
Rahmawati, W. T., & Harahap, Y. M. (2023). Spelling Bee games to increase students’ vocabulary mastery at the islamic-affiliated middle schools: An action research. Journal of Languages and Language Teaching, 11(1), 61. https://doi.org/10.33394/jollt.v11i1.6758
Rasti-Behbahani, A., & Shahbazi, M. (2022). Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning, 35(8), 1920–1945. https://doi.org/10.1080/09588221.2020.1846567
Rohmawati, A. (2015). Spelling Bee in teaching vocabulary. Journal of English and Education.
Suwastini, N. K. A., Radhaswati, I. D. A. A., Jayantini, I. G. A. S. R., & Artini, N. N. (2023). Traditional vs online games: Their benefits for young learners. TARBIYA: Journal of Education in Muslim Society, 10(1), 13–38. https://doi.org/10.15408/tjems.v10i1.31329
Swi King, L. (2020). A pre-experimental study on teaching English vocabulary through scrabble game to the tenth grade students of SMK Negeri 1 Sengah Temila In Academic Year 2018/2019. ENGLISH JOURNAL, 14(2), 100. https://doi.org/10.32832/english.v14i2.3844
Turner, A. (2015). Generation Z: Technology and Social Interest. The Journal of Individual Psychology, 71(2), 103–113. https://doi.org/10.1353/jip.2015.0021
Yusuf, Y. Q., & Mustafa, F. (2017). The use of spelling bee game in teaching vocabulary to junior high school students. Proceedings of The 1st National Conference on Teachers’ Professional Development September 30, 2017, Banda Aceh, Indonesia.