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Edited Chap 2
Edited Chap 2
LITERATURE REVIEW
Literature, works, theories linked to the usage and significance of the study are
discussed in this section of the research. Additionally, it talks about the earlier
investigation that provides substantial proof to support influenced and help the
The most important skill students should learn is vocabulary (Alqahtani, 2015).
Without good vocabulary control, the intended meaning or message will not be received
correctly (Khan et al., 2018; Olinghouse & Wilson, 2013). Vocabulary is necessary in
the life and future possibilities of students (Faliyanti & Sari, 2018). They explained that it
is best if students master vocabulary before mastering English language skills. Asyiah
(2017) states that the more vocabularies they master, the better they will master the
significantly needed for perceiving language skills, speaking fluently, and writing well.
Hill (2012) asserts that vocabulary is crucial to the growth of early literacy and oral
demonstrated that a child's vocabulary size strongly predicts success in later classes.
Children's vocabulary size in elementary school is correlated with how well they perform
because without a wide vocabulary, students cannot communicate with one another or
convey their views. According to Wilkins (2015) "Without very a little grammar can be
delivered, without a vocabulary, nothing can be said." If students only learn the structure
of language without knowing a lot of vocabular, their English ability will not improve
properly because the improvement in students' English skills can be seen from the
ability to use language skills, meanwhile to be able to use vocabulary mastery skills is a
must. Therefore, by having a lot of vocabulary, second or foreign language learners will
learn languages more easily. If not, students with limited vocabulary will find it difficult to
Based on the expert opinion above, the researcher says vocabulary greatly
elementary school, is not easy. Teachers must pay more attention because taking the
wrong steps leads to reluctance in the learning process, which affects students'
consideration of that, there are lots of researchers who introduce strategies to enrich the
As cited by Latifi, Ketabi, & Mohammadi (2013), believes that to use language in
communicative settings fully, pupils must first acquire a vocabulary before learning is
introduced. As such, we must make the learning process fun in the first step of language
learning. Teaching vocabulary through games will be more effective rather than teaching
it through repetition and memorization. According to Amy, who said that implementing
the game is the right choice and is also a fun activity where students can interact, think,
learn, and strategize how to solve problems, and as Rohani stated that games are a
great way to arouse student's interest in the class and often also helps them absorb and
store more information than if they only learned to pass an exam or complete an
assignment.
Boyle, MacArthur, Hainey, & Boyle, 2012). These games could. Game-based learning
(GBL) is a pedagogic approach that involve using games, both traditional and digital, to
support curriculum, motivate students and engage them in active and experiential
learning (Charlier, Ott, Remmele, & Whitton, 2012; Laski & Siegler, 2014; Naik, 2015;
Park & Yun, 2018; Ya-Ting, 2012). Game-based learning develops the student’s
success (Byun & Loh, 2015; Ke, Xie, & Xie, 2016; Kim, Roh, & Cho, 2016; Laski &
Siegler, 2014; Shin, Sutherland, Norris, & Soloway, 2012). According to Papastergiou
(2009) students can learn more actively and with greater interest through game-based
provides opportunities to prepare the future learning, teaches new knowledge and skills,
practices and reinforces existing knowledge and skills and develops 21st-century skills
(Eseryel, Law, Ifenthaler, Gel, & Miller, 2014; Felicia, 2014; Filsecker & Hickey, 2014;
Hung, Huang, & Hwang, 2014; Kebritchi, Hirumi, & Bai, 2010; Maclellan, 2013; Plass,
Perlin, & Nordlinger, 2010; Smeda, Dakich, & Sharda, 2014; Villalon, 2016; Zhang,
2015).
Besides of the vocabulary enrichment using scattergories game, there are other
studies about vocabulary enrichment that effectively helps the respondents improve
Vocabulary Training” it discusses the effect of gestures and pictures to improve there
materials (Choo et al., 2012; Kiefer & Trumpp, 2012). One reason for doing so is that
may speed up learning and make it more resistant to decay Mahmoudi et al., (2012).
Otherwise, the children's vocabulary will be limited and, consequently, they will find it
difficult to learn the language skills. Additionally, according to Taheri (2014) learning
vocabulary through language games, classmates have the ability to follow a shared
objective of discovering the exact vocabulary. That is accessible only to one student
who supports his/her classmates while they are in the proximal growth zone (students in
a group have knowledge about the expected context, but they don’t know the actual
word) (Bhatti et al., 2021). Authors agreed that the use of games is an appropriate way
games had gained many attention. It is presumed that educational games’ value has
been improved the language education (Helingo: 2021) since they help make language
education fun and entertaining. Therefore, the learning model is needed for the students
as the active learning. That can foster students’ curiosity, particular in English.
because it enables them to develop meaningful and practical contexts for their
students' language use (Derakhsan & Kathir, 2015). Students' interest in the English
language learning process is piqued or increased by teachers using the game. Games
could count as acquisition activities because they can be used to give clear feedback,
according to Gaudart (cited in Depari, Azwandi, & Syahria, 2018). Games can
classroom.
Moreover, Riko Ade Maulana (2019) concluded that the usage of board game in
teaching and learning speaking was effective to improve the students‟ ability in
speaking itself. It also could decrease students‟ problems in English speaking, such as
lack of vocabulary and idea, and difficulties in pronouncing some words. In the other
hand, teaching English speaking skill by using this game could also make students
learning process.
Hence, they motivate the students and create a challenging context. In addition, games
generate fluency, fun, and relaxation which is why most learners like to have this
atmosphere in the English classes (Ashraf et al., 2014). On the negative side, some
teachers think that games give rise to some problems. For example, some of them
believe that games can be a waste of time sometimes. They also say that games make
the class messy, and students usually do not achieve the required goals (Stojković &
Jerotijević, 2011). Although some teachers may believe so, the majority of teachers
Quinn (2011) also looked at the hands-on, mind-on opportunity that serious
games provide, enabling players to actively focus on, create, and change a
scenario while also learning about the effects of their choices. Students are more open
to learning about the situation's setting when they are more engaged
and dedicated to winning the game. Furthermore, Shuna (2010) demonstrated that
memory. Since they are practicing patience as they wait to move on to the next level,
educational games can aid in a child's ability to concentrate. Because they occasionally
receive a quicker response from the game system and can actually see their
learn vocabulary because they improve word memorization, foster interaction, sharpen
practical language contexts can also be assisted by games for the teachers. The
purpose of this study was to use educational games to help teachers and
using game-based learning strategies and activities in the classroom. In order to learn
and teach new vocabulary more effectively, it is hoped that educational games will gain
can enlarge and enhance vocabulary mastery in students and teachers. The studies
listed below are those that are concerned with the researchers' research( Ali
Scattergories Game In SMP Negeri 8 Palopo," based on the findings and discussions of
the study, he concluded that the use of the Scattergories game was effective in
and df (degree of freedom) based on the result, namely 21.604 2.045, the researchers
concluded that t0 (tcount) was higher than (ttable), t0 tt. This was demonstrated by the
students' performance on the Pre-Test with a score of 58.8333 and Post-Test mean
SMP N 2 Demak in the Academic Year 2016/2017), is a study that uses games to help
id) Dibuat: 2017, 48 pages. The study's findings demonstrated that during the academic
year 2016–2017, this method of teaching vocabulary to SMP Negeri Demak eighth
results, the experimental group's mean scores increased from 52,40 to 76,40 while
those of the control group increased from 47,87 to 67,68. They are expected to conduct
other researchers in the same field using this study as their reference, as suggested by
MTs Jamiyyatul Khair). By: Nurlaili Fauziah. This taken from thesis at English 19
of Jakarta, 2019. The method used is qualitative method which adopted a quasi-
experimental design. The instrument used is vocabulary test which consist of pre- test
and post -test. Moreover, the findings of this study revealed that the average of the
score of post -test in a controlled class (69,4 > 60,8). Based on the findings, there is a
Fourth study intitled “The use of the Scattergories Board Game to Enhance
Students' Vocabulary Mastery and Reading Comprehension for the Eight Year Students
of SMP Islam Sudirman Ambarawa in the Academic Year of 2016/2017” is the fourth
research study by Nur Khikmah from University of Islam's Negeri Salatiga Institute of
Islamic Ethics (erepository . perpus. at iainsalatiga . ac . id). There were two cycles for
this study. While the second cycle was divided into three meetings, the first cycle was
divided into two meetings by the researcher. It took 80 minutes for each meeting. The
material that had been taught to the researcher was descriptive text. The results
indicate that the pre-test and post-test mean values are respectively 69,72 and
75,40. Seven groups are formed from the students. Each group receives a worksheet
called Scattergories. They must fill the board with the appropriate words, whether they
key letter. The instructor allots time for filling out the board. Their vocabulary is
examined. They receive numerous words that are connected to descriptive text. The
students can form groups and have discussions to share their ideas with their friends. It
demonstrates how making use of the Scattergories game during the teaching
elementary students. Findings indicated that the mean score of vocabulary mastery
before using Scattergories game in elementary school categorized bad with average
56,3. After given Scattergories game, the mean score was categorized good with
average 72,43. From the research, it can be known that there is significant effect of
Scattergories game on students vocabulary mastery to elementary school students.
Moreover, Sabeg, Fayrouz & Azerwal, Djihed(2018) conduct a research entitled “The
Effectiveness of using didactic games: scattergories the card game on enhancing ESP
students’ semi technical vocabulary”, and they found out that the analysis of the
experiment data confirms that through scattergories the card game help ESP students
widely studied and discussed. One study conducted by the University of North Carolina
at Chapel Hill found that students who played Scattergories at least twice a week for six
weeks significantly increased their vocabulary knowledge and were able to better
answer vocabulary questions on a post-test. The study also showed that the students
had greater engagement and enthusiasm for learning during the game play.
Another study published in the Journal of Research in Education found that the
game of Scattergories can be an effective tool for teaching academic language. The
study focused on the use of Scattergories to teach academic language to third grade
students. The study found that students who played Scattergories improved their
academic language skills and had higher levels of engagement during the game play.
The use of Scattergories to teach vocabulary to sixth grade students was the
subject of a study that was published in the International Journal of Education and
a helpful tool for teaching and enriching vocabulary for students of all ages.
According to the research of Chai Kar Ne, et.al (2020) entitled “Enhancing
Malaysian Primary Pupils’ Vocabulary Skills using Pocable Game and Pear Deck”, the
found out that the use of Pocable Game and Pear Deck can help to enhance the
data collected from the pre-test, post-test and survey questionnaire showed that
through the Pocable Game and Pear Deck, aside from having better memory
expanding their vocabulary bank. The pupils’ level of motivation was observed to be
improving and they provided positive feedbacks to the use of Pocable Game and
Pear Deck in learning new vocabularies. For pupils, the use of Pocable Game
incorporated with Pear Deck is a fun and interactive way in learning new
vocabularies without fully depending on memorizing and drilling. In fact, the 4C’s and 1V
could also be enhanced among pupils, in line with the current 21st century learning
system.
games to teach vocabulary. The first advantage of using some games in the learning
process is that students can learn the material with more interest, and the second
advantage of using some games in the learning process is that the teacher does not
have to explain too much material. The teacher only explained the necessary material
to the students because they could understand the day's material by playing the
games. And the first disadvantage of using games in the learning process is that it
is difficult for teachers to control the students due to the noisy environment. The second
disadvantage is that the game teacher has little time to explain the material
and provide new vocabulary. The teacher no longer has time to explain more and
Brown (2013) believes that teaching is the most important part of the learning
process. When teaching, teachers help students understand the lessons they are given.
According to Brown, the word "teach" is "to show or help someone learn to do
Ghatala, 2014). Teaching and learning play a central role in the education system.
In the learning process, the teacher plays an important role in guiding students to
learn the material. In the learning process, students receive and learn something from
Vocabulary Mastery”.According to the author games are gainful and effective in learning
vocabulary. They are motivating because they usually involve friendly competition and
Azar (2012) says that games improve students’ communication skills and has an
opportunity to use the target language. There are many kinds of games which can be
used in learning vocabulary; one of them is board game. Board games are games that
involve counters or other objects that move around the board (Saputri, Aquariza &
Muflihah, 2017).
Based on the sources that they gathered, the researchers presented their
findings to determine whether or not board games are effective at improving English
vocabulary mastery. The first researcher was Ermasari (2018), who focused her
research on junior high school students in the seventh grade. She made the choice to
use the 65 students from classes 7G and 7E as a sample. She conducted a quasi-
experimental study with two groups: an experimental group that received instruction
using board games as a teaching tool, and a control group that received traditional
classroom instruction. Both groups took pre- and post-tests as part of the researcher's
method for gathering data. According to the study's findings, the experimental class that
used board games as part of its treatment scored 14 points higher than the control class
that only used traditional teaching methods to teach its lessons, which scored 7 points.
As a result, it can be said that board games help students increase their vocabulary
proficiency. The goal of this study was to determine whether board games could aid
learners aged six in learning fundamental vocabulary words associated with age- and
selecting the proper board game and expressed a sense of involvement in their
education.
It can be inferred from the literature cited above that using games to teach
be able to express their ideas because words are needed in every aspect of our lives—
part of teaching languages. Furthermore, we are aware that young students are highly
curious about learning new things. But if the teaching approach is the same every time,
they might get bored quickly. It takes a variety of activities to draw them in and boost
contexts, including online and offline, sports, education, and others. When students are
challenged to carry out the instructions of the teacher or instructor, games can help to
improve their disposition toward learning about a variety of topics. Games can also help
to boost students' confidence in creating and presenting their own ideas to the class,
The timeless game Scattergories is ideal for players of all ages. By giving them
the chance to come up with original ideas for words and sentences, it helps students
improving their ability to think quickly and come up with creative solutions, and
increasing their knowledge of various word categories. Students are also inspired to
consider words that they might not typically use in casual conversation. They may be
able to communicate more effectively as a result, as well as think more critically and
as other board games. It is a creative way to teach students new words and keep them