Students’ Experiences of Using Gamified Activities To Learn English Vocabulary : A Case Study At Junior High School

Nurdin, Azelia Syifa (2026) Students’ Experiences of Using Gamified Activities To Learn English Vocabulary : A Case Study At Junior High School. Undergraduate Thesis thesis, UIN K.H. Abdurrahman Wahid Pekalongan.

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Abstract

In Indonesian junior high schools, limited out of class exposure and teacher centered instruction exacerbate low engagement and vocabulary acquisition, so a more interactive approach is needed. Traditional methods such as memorization often make vocabulary learning less engaging for students. This study explores students' experiences of using teacher-designed gamified activities to learn English vocabulary in an Indonesian junior high school classroom. To overcome this challenge, educators are increasingly implementing gamification based learning. Gamification is the use of game elements in learning to increase student engagement. The study employed a qualitative case study approach involving one English teacher and four students. Data were collected through classroom observations, in-depth interviews, and documentation, then analyzed using an interactive model of data condensation, data display, and conclusion drawing. The findings indicate that teacher-designed gamified activities created a fun and engaging learning experience for students. The activities increased student motivation, supported vocabulary comprehension through visual and audio features, and encouraged peer interaction and teacher guidance throughout the learning process. However, the study also identified several challenges, including difficulties in understanding new vocabulary, spelling and writing difficulties, unstable internet access, limited data quotas, time pressure, and uneven group coordination. The study concluded that teacher-designed gamified activities can support English vocabulary learning by making classes more interactive and motivating, but must be accompanied by clear teacher guidance, structured vocabulary introduction, and classroom management strategies to address technical and cognitive challenges.

Item Type: Thesis (Undergraduate Thesis)
Supervisor:
ContributionSupervisorNIDN/NIDKEmail
Thesis advisorBurhanuddin, AhmadUNSPECIFIEDUNSPECIFIED
Uncontrolled Keywords: Case Study, English Vocabulary, Gamification, Student Experience, Teacher-designed activities
Subjects: 400 LANGAUGE (BAHASA) > 420 English and Old English, Anglo-Saxon (Bahasa Inggris, Anglo-Saxon) > 420 English/Bahasa Inggris
Divisions: Fakultas Tarbiyah dan Ilmu Keguruan > Prodi Tadris Bahasa Inggris
Depositing User: UIN Gus Dur Ftik
Date Deposited: 14 Jul 2026 04:11
Last Modified: 14 Jul 2026 04:11
URI: http://etheses.uingusdur.ac.id/id/eprint/19043

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