Fostering Students' Vocabulary: Spin Wheel or Talking Stick Game?
Keywords:
Vocabulary, Spin Wheel, Talking Stick, GameAbstract
Investigating the relationship between gender and students' language achievement in junior high level is the purpose of this research. Ex-post facto (quantitative research) was used as the research design of this study. The participants of this study were 48 students (N=25 male and N=23 female) and an English teachers at one of the junior high schools in East Java, Indonesia. The researcher used two instruments in this study: tests and questionnaires. The test was delivered to the students in the last meeting of the second semester (final exam) whereas the questionnaires were given to the English teacher which consisted of two open and six closed questions. Quantitative analysis using statistical measurements such as descriptive statistics, Independent T-test, and Pearson correlation were conducted in this study. The result of the findings indicated that there is no correlation between students' achievement and gender was reported in this study.
Downloads
References
Abrams, S. S., & Walsh, S. (2014). Gamified vocabulary. Journal of Adolescent & Adult Literacy, 58(1), 49-58.
Allehyani, B. (2025). Reading Comprehension Challenges in the EFL Classrooms. Journal of Language Teaching and Research, 16(4), 1194-1203. https://doi.org/10.17507/jltr.1604.14
Alzahrani, G. A. S. (2025). Academic Writing Difficulties of EFL Learners at Najran University. Journal of Educational and Social Research, 15(3), 217-229. https://doi.org/10.36941/jesr-2025-0093
Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social and Behavioral Sciences, 98, 286-291.
Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English Language Teaching, 9(7), 120-128.
Canella, F. S., Espada, J. P., & Rico, I. C. (2025). Platform for Improving the User Experience in the Creation of Educational Multiplayer Video Games. International Journal of Interactive Multimedia and Artificial Intelligence, 9(4), 140-147. https://doi.org/10.9781/ijimai.2024.03.002
Challco, G. C., Mizoguchi, R., & Isotani, S. (2018). Using ontology and gamification to improve students' participation and motivation in CSCL. Communications in Computer and Information Science, 832, 174-191. https://doi.org/10.1007/978-3-319-97934-2_11
Chamsuparoke, C., & Charubusp, S. (2021). Integrating Interactive Games into Young Leaners Vocabulary Learning: A Case Study of Charity School. New English Teacher, 15(2), 1-23. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85189896358&partnerID=40&md5=f7437c32eb416f0e0fbd27e7cc9e0b7e
Chen, H.-J. H., Hsu, H.-L., & Chen, Z.-H. (2023). A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning. Interactive Learning Environments, 31(4), 1889-1905. https://doi.org/10.1080/10494820.2020.1863233
Derakhshan, A., & Khatir, E. D. (2015). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39-47.
Elsa, H.-C., Cynthia, H.-C., & Paulina, E.-L. (2021). Communication games: Their contribution to developing speaking skills. International Journal of Instruction, 14(4), 643-658. https://doi.org/10.29333/iji.2021.14437a
Garofano, R., & Nand, A. (2023). How To Turn Vocab Acquisition into Student Empowerment. International Conference "The Future of Education." https://www.scopus.com/inward/record.uri?eid=2-s2.0-105029562115&partnerID=40&md5=c9d0538c4d1dfee6bb47e0b0bf111406
Geist, L., & Erickson, K. (2022). Robust Receptive Vocabulary Instruction for Students With Significant Cognitive Disabilities Who Use AAC. Teaching Exceptional Children, 54(4), 296-304. https://doi.org/10.1177/00400599211018836
Hanghøj, T., & Karnøe, J. K. (2024). Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education. Proceedings of the European Conference on Games-Based Learning, 18(1), 347-356. https://doi.org/10.34190/ecgbl.18.1.2895
Hidayat, N. (2016). Improving students' vocabulary achievement through word game. JEES (Journal of English Educators Society), 1(2), 95-104. https://doi.org/10.21070/jees.v1i2.446
Hsu, H.-L. (2025). The effect of combined Wordwall games' types on EFL learners' vocabulary learning and learner engagement. RELC Journal. https://doi.org/10.1177/00336882251396580
Kuimova, M. V, & Karpacheva, E. V. (2016). Game as a means to enhance foreign language teaching. Ponte, 72(2), 14-17. https://doi.org/10.21506/j.ponte.2016.2.13
Liu, Y.-C., & Yen, A.-Z. (2025). Iterative Selection with Self-Review for Vocabulary Test Distractor Generation. Proceedings of Machine Learning Research, 304, 16. https://www.scopus.com/inward/record.uri?eid=2-s2.0-105040252524&partnerID=40&md5=add84b458b07e9707d57f03a4bda43e6
Sar, A. H., Soyer, F., & Çolak, T. S. (2015). The effect of educational games on dealing with shyness of elementary school children (7-11 years old). Anthropologist, 19(3), 645-653. https://doi.org/10.1080/09720073.2015.11891699
Subon, F., & Unin, N. (2021). The efficacies of an explicit vocabulary instruction model on ESL learners' vocabulary size and writing skills. Journal of Language and Education, 7(1), 190-205. https://doi.org/10.17323/jle.2021.10209
Sulbaran Reyes, B. S., Martindale, R. C., Salgado-Jauregui, E., Sinha, S., Williams, C. M., & Cooc, N. (2026). Factors that promote cooperation, learning, and engagement with geoscience concepts when playing educational board games in an entry-level college paleontology lab. Journal of Geoscience Education, 74(1), 45-63. https://doi.org/10.1080/10899995.2024.2401749
Taheri, M. (2014). The effect of using language games on vocabulary retention of Iranian elementary EFL learners. Journal of Language Teaching and Research, 5(3), 544.
Umasugi, S., Bugis, R., & Handayani, N. (2018). The Scramble Game In Improving Students' vocabulary at the Seventh Grade of MTS LKMD Sawa. Jurnal Retemena, 3(2), 1-10.
Wahyuni, D., & Syafei, A. F. R. (2016). The use of action bingo game in teaching vocabulary to elementary school students. Journal of English Language Teaching, 5(1), 163-168.
Wiseheart, R., & Altmann, L. J. P. (2018). Spoken sentence production in college students with dyslexia: working memory and vocabulary effects. International Journal of Language and Communication Disorders, 53(2), 355-369. https://doi.org/10.1111/1460-6984.12353
Yousif, A. S. A. (2025). Pronunciation Anxiety Among EFL Learners: Causes, Consequences, and Classroom Interventions. Journal of Language Teaching and Research, 16(6), 1955-1963. https://doi.org/10.17507/jltr.1606.17
Zou, D., Huang, Y., & Xie, H. (2021). Digital game-based vocabulary learning: where are we and where are we going? Computer Assisted Language Learning, 34(5-6), 751-777. https://doi.org/10.1080/09588221.2019.1640745
Downloads
Submitted
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nur Hidayat, Eva Puspita Sari

This work is licensed under a Creative Commons Attribution 4.0 International License.


