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1

Elimelech, Adi, and Dorit Aram. "Evaluating preschoolers’ references to characteristics of the Hebrew orthography via a computerized early spelling game." Written Language and Literacy 25, no. 2 (2022): 159–82. http://dx.doi.org/10.1075/wll.00065.ara.

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Abstract The current study evaluated how characteristics of Hebrew, a Semitic language with an abjad writing system, are manifested in Hebrew-speaking preschoolers’ play with a computerized spelling game adapted for Hebrew. The game words were of different lengths and structures so as to include the entire Hebrew alphabet and all the vowels (a, e, i, o, u) in all possible positions in the word (first, last, second). We analyzed the 18,720 spellings typed by 96 preschoolers aged 5;7 years (on average) who played the game during eight sessions (about 20 minutes per session) in one month. The study indicated a greater difficulty in spelling א, ה, ו, י letters as consonants than as vowels, and more success in spelling ב, כ, פ letters that are pronounced as stops, as compared to the same letters that are pronounced as spirants. The success in spelling consonants and consonant-vowel letters was identical. Within a word, there was greater success in spelling the first letter, than in spelling the last letter, and the second letter. The length of the word did not influence success in spelling the first, second, or last letter in the word. At the same time, spelling an entire shorter word was easier than spelling an entire longer word. Lastly, spelling of words to which children had more exposures was easier than spelling words with only a single exposure. The discussion focuses on the implications of the study and refers to the nature of appropriate literacy-oriented digital Hebrew games and activities with preschoolers.
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2

Viador, Marialyn G., Christine C. Carel, Kerr B. Sabenorio, and Yuchil S. Agumbay. "IMPROVING SPELLING SKILL OF ELEMENTARY PUPILS THROUGH SPELLING GAME RELAY." Cognizance Journal of Multidisciplinary Studies 5, no. 2 (2025): 553–57. https://doi.org/10.47760/cognizance.2025.v05i02.038.

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Spelling skill is a critical skill to writing and reading skills which is a key aspect of literacy. In developing their spelling and vocabulary knowledge, learners should be taught with the strategies, rules, and concepts of spelling. Hence, this study aimed to investigate whether spelling game relay helps improve spelling skills in fifth-grade learners. The participants in this study were 30 pupils each group (control and experimental), who are officially enrolled in academic year 2023-2024 and were selected purposively. Instrument used to measure the spelling skills of the grade 5 pupils was a spelling game relay, and words used are derived from grade 5 textbooks. Results showed that spelling game relay helped improved the spelling skills of fifth-grade learners.
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3

Marialyn, G. Viador, C. Carel Christine, B. Sabenorio Kerr, and S. Agumbay Yuchil. "IMPROVING SPELLING SKILL OF ELEMENTARY PUPILS THROUGH SPELLING GAME RELAY." Cognizance Journal of Multidisciplinary Studies (CJMS) 5, no. 2 (2025): 553–57. https://doi.org/10.47760/cognizance.2025.v05i02.038.

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<strong>Spelling skill is a critical skill to writing and reading skills which is a key aspect of literacy. In developing their spelling and vocabulary knowledge, learners should be taught with the strategies, rules, and concepts of spelling. Hence, this study aimed to investigate whether spelling game relay helps improve spelling skills in fifth-grade learners. The participants in this study were 30 pupils each group (control and experimental), who are officially enrolled in academic year 2023-2024 and were selected purposively. Instrument used to measure the spelling skills of the grade 5 pupils was a spelling game relay, and words used are derived from grade 5 textbooks. Results showed that spelling game relay helped improved the spelling skills of fifth-grade learners.</strong>
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4

Al-Razgan, Muna. "Afaneen: The Design and Evaluation of an Interactive Mobile Game to Enhance Arabic Spelling." JUCS - Journal of Universal Computer Science 23, no. (12) (2017): 1172–99. https://doi.org/10.3217/jucs-023-12-1172.

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Spelling is an important skill for children learning to strengthen their knowledge of a language and enhance their reading and writing comprehension. However, many young Arabic learners nowadays lack spelling competency, which affects their overall learning process. Traditional spelling instruction, which is usually based on the rote memorization of words, has its drawbacks, and this might be one of the reasons for the incompetency. In addition, there is a paucity of technology-based aids for facilitating spelling skills tailored for the specific intricacies of the Arabic language. This paper describes the design and development of an interactive mobile spelling game "Afaneen". The application targets Arab students at the elementary and higher levels, and aims to enhance their Arabic spelling ability. In the game, the learner can listen to words and is required to type the correct spelling for these words in order to move to the next level. Immediate feedback is presented to the learners, and they can access the spelling rules at any time to check their understanding. To evaluate the usefulness of the spelling game, three evaluation approaches were used: a case study; think aloud sessions; and interviews. The results demonstrate an overall positive attitude toward the game, and reveal areas for further improvement and development.
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5

Nurwidia, Nurwidia, Sultan Baa, and Asriati Asriati. "Enriching Students’ Vocabulary Mastery Through English Spelling Bee Game." PERFORMANCE: JOURNAL OF ENGLISH EDUCATION AND LITERATURE 3, no. 2 (2024): 157. http://dx.doi.org/10.26858/performance.v3i2.61950.

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This study was conducted to investigate the enrichment of students' vocabulary proficiency through using the Spelling Bee game. The researcher employed a pre-experimental approach with a one-group pre-test and post-test design, collecting data through the administration of a test. The sample population for this research comprised 20 eighth-grade students, selected using the cluster random sampling technique. The finding of this research showed that the eighth grade students of SMP DDI Mattoanging have poor enough score in pre-test. After conducting the treatment of Spelling Bee Game, the students’ vocabulary mastery increase significantly. The result of the research showed that the mean score obtained the students through post-test (79.80) was higher than the pre-test (50.10). Vocabulary mastery improved 59.28% by using Spelling Bee game. Therefore, the researcher concluded that the enrichment of the students’ vocabulary mastery using Spelling Bee game was significantly enrich. Keywords— Vocabulary, Spelling Bee Game.
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6

Mayasari, Wan Julia. "THE USE OF SPELLING BEE GAME TO INCREASE THE STUDENTS’ VOCABULARY MASTERY OF THE SEVENTH GRADE AT SMPN I BANTAN." INOVISH JOURNAL 3, no. 2 (2018): 129. http://dx.doi.org/10.35314/inovish.v3i2.828.

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The aim of the study was to find out the effect of using Spelling Bee game on students’ vocabulary mastery before and after being taught by using this game. Simple random sampling was used to determine the sample where 20 students in controlled class and 20 students in experimental class. There were three formulations of the problem: a) How is the students’ vocabulary mastery before being taught by using spelling bee game. b) How is the students’ vocabulary mastery after being taught by using spelling bee game. c) Is there any significant effect by using spelling bee game on students’ vocabulary mastery of the seventh grade at SMPN I Bantan. Based on the result of the test mean score of experimental class was 83, controlled was 67, 5 and ttestwas 6, 18. It showed that ttest is higher than ttablein 1% and 5%(2.02 ≤ 6, 18 ≥ 2.69). It meant that Ha was accepted and Ho was rejected. On the other hand, Spelling Bee Game was effective to increase the students’ vocabulary mastery of the seventh grade at SMPN I Bantan.
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7

G., Latha Suhasini, and Diksha Dhar Dr. "WEB 2.0 TOOLS: USE OF KAHOOT TO REDUCE THE SPELLING MISTAKES AMONG B.TECH LEARNERS OF COMMUNICATIVE ENGLISH." International Journal of Interdisciplinary Research in Arts and Humanities (IJIRAH) 5, no. 2 (2020): 12–14. https://doi.org/10.5281/zenodo.4075378.

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B.Tech learners of Communicative Englishare inclined towards technology and hardly focus on spellings in their writing. Today, students are called as netizens or net generations (Educause.edu, 2016) due to their over usage of web tools. My paper exploresstrategies to reduce spelling mistakes in B.Tech learners of Communicative English by introducing games using Kahoot, in the class. In the empirical design approach, the questions framed by the teacher would help the learner identify the correct spelling through game based learning. Though the learners face technical challenges, learning through games is very interesting.
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8

Zuhriyah, Mukminatus, and Lailatur Rohmah. "Spelling Bee Game Effect to Teach Vocabulary." International Journal of English Education and Linguistics (IJoEEL) 4, no. 2 (2022): 22–30. http://dx.doi.org/10.33650/ijoeel.v4i2.4633.

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This study aimed to test student vocabulary skills front and back class using the Spelling Bee game. A pre-experimental design was used. This research was conducted at Salafiyah Safi'iyah Seblak Diwek Jombang, MT. The sample for this study was class VII D students of MT Salafiya Safiya Sebrak Diwek Jomban for the 2021-2022 academic year. Researchers analyzed data using t-tests with SPSS V.25. After collecting the data, the researchers received results before and after the test, with a average pretest score of 65.68 for her and a mean post-test score of 77.05. The researchers then analyzed the data using a t-test, with a Sig. (two-tailed) result of less than 0.05. Ha can be said to have been accepted. Several conclusions were drawn based on the results of the data analysis. That is, students' vocabulary before teaching with the Spelling Bee Game appeared lower than it was after being taught with the Spelling Bee Game. Vocabulary of students before and after teaching with the spelling bee game. Therefore, maybe concluded and the spelling bee game is effective in class the vocabulary of class VII D of MT Salfiyah Safi`iyah Seblak Diwek Jombang.
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9

Salipadang, Esteria, Paula Hampp, and Fivy A. Andries. "IMPROVING STUDENTS’ VOCABULARY THROUGH SPELLING BEE GAME." SoCul: International Journal of Research in Social Cultural Issues 1, no. 5 (2023): 309–14. http://dx.doi.org/10.53682/soculijrccsscli.v1i5.3890.

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This study looked into whether or not using a spelling bee game may help pupils enhance their vocabulary mastery. The goal of this study is to see if students' vocabulary improved after playing the Spelling Bee Game. The quantitative method is used to conduct this study. This study uses a pre-experimental design with a single group pre test and post test. The subject of this research is first grade of SMP Anugrah Tondano consists of 10 students. The tests are in the forms of arrange random words, multiple choice and connecting pairs. The results of this study reveal that the mean post-test scores are higher (75) than the pre-test scores (46). Based on the findings, it can be stated that using the Spelling Bee Game to boost students' vocabulary is helpful since it stimulates students' learning and spelling of nouns.
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10

Ghada, Alsebayel. "ROBOT BASED INTERACTIVE GAME FOR TEACHING ARABIC SPELLING." International Journal of Artificial Intelligence & Applications (IJAIA) 10, no. 6 (2019): 15–32. https://doi.org/10.5281/zenodo.3584350.

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Game based learning is becoming a widespread technique used to enhance motivation, involvement and educational experience of learners. Games have the potential to support educational curricula when designed effectively. In this work, an educational game to teach Arabic spelling to children is proposed. The game consists of two main parts; a robot and a desktop application. The robot is connected to the desktop application to form the complete game. Our mere focus is to develop an interactive, adaptive game to motivate students and let them interact joyfully in their environment while learning simple Arabic spelling rules. The interaction was implemented through designing an interaction model between the user and the robot, where the robot responds to user input with appropriate facial expressions and vocal statements. On the other hand, adaption and intelligence of the game is done through utilizing the nutshell of expert systems&rsquo; framework with some alterations. Our proposed game is based on the curriculum of Saudi Arabia in elementary schools. It is anticipated that the deployment of robot-based games in the classroom will advance students&rsquo; engagement and enthusiasm about learning Arabic spelling
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11

Lin, Heng-Sheng, Chih-Yun Chiang, Cheng-Wei Huang, Chao-Cian Wu, and Shuo-Jun Hong. "From Gamer to Game Designer." International Journal of Game-Based Learning 15, no. 1 (2025): 1–38. https://doi.org/10.4018/ijgbl.371418.

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Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game. Over six weeks of tutoring, the students shifted from a passive to an active learning attitude, enhancing their enthusiasm for learning. The Zhuyin Fuhao Rummikub board game developed by them received positive feedback in several areas: game experience (4.42/5), self-assessment of learning outcomes (4.31/5), clarity of rules (4.52/5), and learning motivation (3.85/5 and 3.79/5). These results indicate that the board game is highly effective and well-received, underscoring its value in Chinese language learning and teaching. In conclusion, this teaching module can benefit students, educators, and parents. Educators can use this game-based design to inspire the creation of more engaging instructional content.
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12

Karina Wedhanti, Nyoman, Ni Made Ratminingsih, and Kadek Samiyanti. "The effectiveness of spelling bee game through students’ vocabulary mastery." JELTIM (Journal of English Language Teaching Innovations and Materials) 3, no. 2 (2021): 61. http://dx.doi.org/10.26418/jeltim.v3i2.33877.

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This study aimed at investigating whether or not there was a significant difference in vocabulary mastery between the students who were taught by using spelling bee game and those who were taught by using memorization through flash card. This research was quasi-experimental in nature. This study was conducted in pre-test and post-test design. The population was students of the fourth grade in elementary school in SD Negeri 3 Banjar Jawa. Random Sampling was assigned to determine the samples of the study. There were 30 students in Class A as the experimental group which was taught by using spelling bee game and 30 students in Class B as the control group which was taught by using memorization through flash card. The obtained data were analyzed through descriptive analysis and inferential analysis. The effect size was calculated by using Cohen’s d testing. Based on the findings, the result proved that there was a significant difference in students’ vocabulary mastery. The students who were taught using Spelling bee game also showed positive attitude during the learning process. There were three reasons why spelling bee game was better to be implemented, namely it helps the students to remember words better, it is enjoyable, and it makes students more active.
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Qomariyah, Siti Syafi'atul, and Baiq Zuhrotun Nafisah. "Spelling Bee Game in Students’ Vocabulary Achievement." Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP 7, no. 2 (2020): 89. http://dx.doi.org/10.33394/jo-elt.v7i2.3200.

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Finding the effect of Spelling Bee Game in students’ vocabulary achievement is aimed in this research. Quasi-experimental with non-equivalent control group design as the research design. The population of the study was the first-grade students of MTs. Darul Qur’an consisted of two classes. The samples were 22 students of VII D class as the experimental group, and 22 students of VII C class as the control group so the total of the sample was 44 students. They were chosen by using the purposive sampling technique. The experimental group was treated by Spelling Bee Game, and the control group was treated by Crossword puzzle Game that is usually used by the teacher. The instrument was a vocabulary test. Then, SPSS was used to analyze the data. 67.8 was the mean score of post-test in the experimental group while 60.8 was the control group and the score of t-test was 2,359 was higher than the score of t-table was 2,021 at the level significance of 5%. It means that the Spelling Bee was the alternative game to teach vocabulary.
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Sumafta, Ikhwan Baidlowi, Ardhitya Septian Gilang Ardhana, Moch Rangga Dizzy Pringgayuda, and Muhammad Alfandi Nurcahyono. "English Spelling Game Design as Learning Media." Jurnal Pendidikan Multimedia (Edsence) 5, no. 1 (2023): 37–50. http://dx.doi.org/10.17509/edsence.v5i1.53999.

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In this digital era, the ability to use technology is a must that everyone must own, especially educators or teachers, so that they can provide teaching or material by utilizing technology. Understanding various foreign languages in the era of globalization in the 21st century is needed by all groups. So it is necessary to teach from an early age about learning and understanding foreign languages for children, especially learning English, an international language. Based on the background and previous research, it is necessary to have a learning media in the form of a game for learning English, especially in understanding spelling, so that students both at an early age and in elementary school students can be more motivated and enthusiastic in remembering the good and correct spelling of English.
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Hidayati, Hidayati, Rima Rahmaniah, Ilham Ilham, Muhammad Hudri, and Ahmad Afandi. "THE IMPLEMENTATION OF SPELLING BEE TO ENRICH THE GEOGRAPHY STUDENTS ENGLISH VOCABULARY." GEOGRAPHY : Jurnal Kajian, Penelitian dan Pengembangan Pendidikan 10, no. 2 (2022): 138. https://doi.org/10.31764/geography.v10i2.9567.

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Abstrak: Penelitian ini bertujuan untuk mengkaji dengan penerapan permainan spelling bee berpengaruh untuk memperkaya kosakata bahasa Inggris mahasiswa Program Studi Pendidikan Geografi. Dalam penelitian ini, peneliti menggunakan desain metode mixed yang melibatkan pengujian apakah permainan khususnya spelling bee memberi mereka motivasi untuk memperoleh pengetahuan kosa kata. Sampel penelitian adalah 25 siswa dengan prosedur purposive sampling. Temuan ini mengungkapkan bahwa penggunaan permainan spelling bee berpengaruh dan memperkaya kosakata bahasa Inggris mahasiswa. Dengan menggunakannya permainan ini dapat membuat pembelajaran mahasiswa menjadi menyenangkan dan dapat dimengerti. Namun, hal itu menunjukkan sedikit saja namun ada perbedaan dalam nilai rata-rata oral dan post-test. Pada siklus 1 rata-rata tingkat kelompok siswa adalah 19 dengan 40% kategori cukup dengan skor 10-15 dan 60% baik dengan skor 20-25, dan pada siklus 2 rata-rata pengetahuan kosakata siswa kelompok adalah 23 dengan tingkat kategori baik atau 100% dari 5 kelompok yang terlibat dalam penelitian ini dengan skor 20-25. Oleh karena itu dapat disarankan agar para dosen khususnya dosen pengampu mata kuliah bahasa Inggris menggunakan media yang menarik, tetapi juga menggunakan metode yang menarik untuk meningkatkan pengetahuan kosakata mahasiswa terutama menggunakan permainan seperti permainan spelling bee. Abstract: The research purposed of study at investigating by implementation of spelling bee game has effect to enrich the first semester students of Geography in english vocabulary. It has employed mixed method design involving test whether game especially spelling bee is giving them motivation to acquire vocabulary knowledge. The sample was 25 students by purposive sampling procedure. The finding revealed that spelling bee game employing has effect and enrich the students english vocabulary. By using it is frequently designed to make the students enjoyable and understandable. However, it showed that there is significant difference in mean score of oral and post-test. In cycle 1, the average level of students group is 19 with 40% is fairly category in 10-15 score and 60% is good with 20-25 score, and in cycle 2, the group students average of their vocabulary knowledge is 23 with the category level is good or 100 % from the 5 groups are involved in this research with 20-25 score. It is proposed that the teachers, especially, the English teachers should be use an interesting media, but also, the methods also to enhance the student vocabulary knowledge especially using the game like spelling bee game.
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Hadiyansah, Dwi Nur. "The Increasing Students’ Vocabulary Through Spelling Bee Games." JOEY: Journal of English Ibrahimy 2, no. 1 (2023): 50–57. http://dx.doi.org/10.35316/joey.2023.v2i1.50-57.

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This research aimed to find out whether a spelling bee game can increase students’ vocabulary or not and to find out the effectiveness of a spelling bee game to increase students’ vocabulary. The research method was classroom action research which consisted of cycles. The research location was in SMPN 1 Banyuputih. The data collection instruments were observation, documentation, questionnaire, and trial questions. Furthermore, the data were analyzed by qualitative descriptive and comparative descriptive. The conclusions of this research were spelling bee games can increase students’ vocabulary with the comparison test values 57,8 (Pre-test), 68,9 (Post-test 1), and 84,0 (Post-test 2). This game was also effective, it showed by the students’ activity observations results of 73% (1st meeting), 75% (2nd meeting), 77% (3rd meeting), and 92% (4th meeting) in a series. The questionnaire of effectivity also showed a value of 84,4 with the predicate good.
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Asri Syarifuddin, Husnani Aliah, and Syahrir. "The Use Of Spelling Bee Game To Improve Students' Vocabulary." Jurnal Serambi Ilmu 24, no. 2 (2024): 206–15. https://doi.org/10.32672/jsi.v24i2.927.

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The research entitled “The Use of Spelling Bee to Improve Students` Vocabulary” discovers the effectiveness of the use of Spelling Bee in teaching vocabulary using Spelling Bee game. This research was using pre-experimental design. Pre-experimental design is the simplest research model that uses one to several groups by giving certain treatments and being observed so that changes occur. The research utilized one-group pre-test and post-test. The research location was held at SMPN 5 Palopo, the respondents in the study were eighth grade students namely eighth A and eighth B by used cluster random sampling. The method used in collecting data is pre-test with post-test. The data from the post-test are analyzed statistically using SPSS 25 for Windows. The result of paired sample test showed the result of the analytical comparisons using t-test. The output shows the average before and after the test (-30,000), standard deviation (10,310), mean standard error (2,305). The bottom difference (-41.825), while the top difference (-32,174). The result of the t test = (-16,048) with a df of 19 and a significance of 0,000. Mean score where higher after teaching using Spelling bee games. In conclusion, the use of Spelling be games is an effective strategy that will use to teach class VIII students of SMPN 5 Palopo.
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I Gede Bagus Wisnu Bayu Temaja. "The Implementation of E-Matching Game for English Teaching to Enrich Elementary School Students Vocabulary." ARRUS Journal of Social Sciences and Humanities 3, no. 6 (2023): 780–87. http://dx.doi.org/10.35877/soshum2336.

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The research was conducted to explore the application of the E-Matching Game in elementary school. The study used qualitative and quantitative methods. The results show that teachers face two problems in implementing the game: requiring adequate facilities and technical issues that occur when the teaching and learning process is in progress: teachers’ and students’ opinions regarding implementing the E-Matching Game. The teachers feel they can create enjoyable learning and get students involved in teaching and learning. The students can remember the vocabulary taught and integrate spelling, pronunciation, and meaning, and the students like it. The learning outcome can be seen from the pre-test and post-test given before and after implementing the E-Matching Game. Teaching English using the E-Matching Game is highly recommended because it is enjoyable, makes the students active, makes it easier to remember vocabulary, integrates spelling, pronunciation and meaning, and students love the game. The E-Matching game has increased elementary school students’ English vocabulary.
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Elimelech, Adi, and Dorit Aram. "A Digital Early Spelling Game: The Role of Auditory and Visual Support." AERA Open 5, no. 2 (2019): 233285841985770. http://dx.doi.org/10.1177/2332858419857702.

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We constructed a computer game to support preschoolers’ early word spelling without an adult’s assistance. The study explored the relative influence of auditory and visual digital supports on children’s performance. Participants were 96 preschoolers who were randomly assigned into one of three groups: no support, auditory only support, or auditory + visual support. Children in each group played the digital game during eight meetings, and the computer recorded their activity. The auditory + visual support group scored significantly higher than the no support group on all letter tasks. We did not find significant differences between the two groups that received support, nor did we find differences between the auditory only support compared to the no support group, except for writing the last letter. The study shows that a digital game can help preschoolers progress in their spelling skills without the support of an adult. Auditory support is important, and the visual support significantly adds to children’s spelling performance.
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Gisckha Hazezlima Aniza, Wulan Wangi, and Wageyono. "The Effect of Spelling Bee Games to Students’ Vocabulary Mastery." LUNAR 5, no. 1 (2021): 194–202. http://dx.doi.org/10.36526/ln.v5i1.1465.

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The objective of the research was to know the effect of Spelling Bee game to students vocabulary mastery. This research design was in experimental research. The researcher observed 33 students’ of tenth grade TKJ 2 at SMK NU Mamba’ul Huda. The researcher used pre-test and post-test and those were in the form of multiple choice tests. The data were analyzed statistically by using T-test. Afterward, T-test was analyzed and interpreted with the degree of significances 5% with db = N – 1 = 33-1 = 32 and the T- table is 2,036. The results of T-test analysis was 12,09. The result showed that there was a significant difference between using and without spelling bee game to students vocabulary mastery. Based on the research result, it can be concluded that teaching English vocabulary by Spelling Bee game was effective and gave remarkable progress in students vocabulary mastery, especially in X TKJ 2 at SMK NU Mambaba’ul Huda Tegalsari.
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Pusparini, Indrawati, and Martha Prasetya Ningrum. "IMPROVING STUDENTS’ VOCABULARY MASTERY USING SPELLING BEE GAME AT FIFTH GRADE IN SDIT YA BUNAYYA PUJON." Journey (Journal of English Language and Pedagogy) 3, no. 2 (2020): 66–73. http://dx.doi.org/10.33503/journey.v3i2.956.

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The research caused by lacking of students’ vocabulary mastery in English Subject. One of the methods for improving vocabulary is Spelling Bee game. The action research aims to measure the effectiveness of the use of the spelling bee game method in improving students' mastery of English vocabulary and to determine students' responses motivated towards the application of this game. The research uses classroom action research (CAR) caused by Arikunto Suharsimi at students’ fifth grade in SDIT Ya Bunayya Pujon. The research is done two cycle. In every cycle consist of three meeting with the activity: plan, action, observation, reflection. Pre-test and post-test are given in the form of vocabulary tests. Data obtained from the pre-test and post-test were analysis in a classical completeness with a minimum quality standard of 75. The results of the analysis show that in cycle 1 was an average score of 70.26 with a classical completeness of 47, 05%. Furthermore, the results of the study in cycle 2 getting a significant improvement in which the score obtained was an average of 82.91 with a classical completeness reaching 88.24%. An increase from cycle 1 to cycle 2 in the classical completeness obtained reaching 41.19%. While, the implementation of the method makes students pay more attention, active, ability and motivated in learning English. From these results it means that the application of the game Spelling Bee has an influence on improving students' mastery of English vocabulary. Based on the results of this study, the application of learning with the game Spelling Bee is recommended to teachers to create a pleasant atmosphere for students, especially young learner in learning English vocabulary.&#x0D;
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Rahmawati, Wiki Tedi, and Yunita Mutiara Harahap. "Spelling Bee Games to Increase Students’ Vocabulary Mastery at the Islamic-Affiliated Middle Schools: An Action Research." Journal of Languages and Language Teaching 11, no. 1 (2023): 61. http://dx.doi.org/10.33394/jollt.v11i1.6758.

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Spelling bee game can be considered as a method to teach vocabulary mastery for junior high school using a game. The students not only memorize the words abut also can spell and pronounce them correctly. There are problems faced by the students particularly the seventh grade students of this research location such as the difficulty to understand the form of English words and to pronounce them. The objective of this research was to solve those problems in order to increase the students’ mastery of vocabulary by applying spelling bee game. The research method used was a classroom action research by fulfilling planning, acting, observing, and reflecting in each cycle. It was accomplished in two cycles since the determined achievement was not obtained in the first cycle. The subject involved was 35 students of grade seventh. Qualitative data were gathered by administering interview, observation, and questionnaire while quantitative data were obtained from students’ vocabulary mean score. The qualitative data analysis from questionnaire showed that there was increasing of positive responses (23.97%) while observation and interview showed that the students were more motivated in engaging the teaching-learning process through spelling bee game. The quantitative data analysis showed that there was increasing on students’ vocabulary mastery seen from the increasing of mean score from 25.07% in orientation test to 88.57% in post-test cycle II. There were 31 students in post-test cycle II passed the criteria. Thus, the criteria of success were achieved. It can be concluded that using spelling bee game can be an alternative method to increase the vocabulary mastery in an enjoyable and fun atmosphere.
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Mayasari, Nila. "THE INFLUENCE OF SPELLING BEE GAMES TO IMPROVE STUDENTS’VOCABULARY MASTERY IN USING ICD-10 CHAPTER XVIII and XXI AT APIKES IRIS PADANG." Journal Polingua : Scientific Journal of Linguistics, Literature and Education 8, no. 2 (2019): 66–70. http://dx.doi.org/10.30630/polingua.v8i2.115.

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Vocabulary has become the key aspect in learning language and it should be introduced through an interesting way. One way to mastery it is through Spelling Bee game. In line with that Lewis and Hill (“1998) stated that student will not achieve success in learning unless they enjoy the process will influence their achievement. This study entitles The Influence Of Spelling Bee Games To Improve Students'Vocabulary Mastery In Using ICD-10 Chapter Chapter XVIII and XXI At Apikes Iris Padang discovers the effectiveness of the use of Spelling Bee in teaching vocabulary. The sample is given Spelling Bee treatment that was adopted from Stone (2010).The data of this study are obtained through a post test.the post- test is given in the form of spelling test. The data from the post test are analyzed statistically using SPSS 20 for windows. The result shows that the lowest score on the post test is 30.00 Meanwhile, the highest score is 95.00. The range of scores was 65.00. Dealing with central tendency, the averange score is 69.9231 and the midpoint fell on 75.0000. Then, the table also presents standart deviation which indicates the average variability of the scores from mean is 1.58482E. From the post –test result it can be seen student really influence by the spelling be game.
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Alsebayel, Ghada, and Jawad Berri. "Robot Based Interactive Game for Teaching Arabic Spelling." International Journal of Artificial Intelligence & Applications 10, no. 6 (2019): 15–32. http://dx.doi.org/10.5121/ijaia.2019.10602.

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Witzel, Björn, Ruth Görgen-Rein, Katharina Galuschka, et al. "Digital game-based spelling intervention for children with spelling deficits: A randomized controlled trial." Learning and Instruction 89 (February 2024): 101842. http://dx.doi.org/10.1016/j.learninstruc.2023.101842.

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Nur, Luluk Choirun Nisak, Siti Saudah, and Yuyun Bahtiar. "Designing Spelling Bee Game Through Scrabble For Junior High School." SCHOOLAR: Social and Literature Study in Education 2, no. 2 (2022): 99–103. https://doi.org/10.32764/schoolar.v2i2.1945.

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English is the language of media communication and the language of interaction with other people in the world. Students need creative and innovative learning products, especially to help students learn spelling and pronunciation. The purpose of this research is to design learning media as a tool for the teaching and learning process of students using the spelling bee game on spelling skills in speaking English. This study uses the R&amp;D research and Development method with the ADDIE research model (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at SMP DU 5 Jombang. The research subjects were 15 students. In this study, the data was collected using a questionnaire, while the data was collected using a qualitative descriptive technique. The results of this study get a total value of 3.5 for media validation and get a total value of 4.06 for material validation, with the category of "feasible" to be implemented.
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Ningrum, Martha Prasetya, and Indrawati Pusparini. "IMPROVING STUDENTS’ VOCABULARY MASTERY USING SPELLING BEE GAME AT FIFTH GRADE IN SDIT YA BUNAYYA PUJON." Journey: Journal of English Language and Pedagogy 3, no. 2 (2020): 66–73. https://doi.org/10.33503/journey.v3i2.604.

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This research caused by lacking of students’ vocabulary mastery in English Subject. One of the methods to improve vocabulary is Spelling Bee game. This action research aims to measure the use of spelling bee game to improve student’s mastery in English vocabulary and to determine student’s responses motivated towards the application of spelling bee game. The research uses classroom action research (CAR) caused by Arikunto Suharsimi at students’ fifth grade in SDIT Ya Bunayya Pujon. The research is done in two cycle. In every cycle consist of three meeting with the activity: planning, action, observation and reflection. Pre-test and post-test are given in the form of vocabulary tests. Data obtained from the pre-test and post-test were analysis in a classical completeness with a minimum quality standard of 75. The results of the analysis show that in cycle 1 was an average score of 70.26 with a classical completeness of 47, 05%. Furthermore, the results of the study in cycle 2 getting a significant improvement in which the score obtained was an average of 82.91 with a classical completeness reaching 88.24%. An increase from cycle 1 to cycle 2 in the classical completeness obtained reaching 41.19%. While, the implementation of the method makes students pay more attention, more active, and motivated in learning English. From these results it means that the application of the game Spelling Bee has an influence on improving students' mastery of English vocabulary. Finally, from this study, we can conclude that this application is recommended to teachers to create a pleasant atmosphere for students, especially young learner in learning English vocabulary.
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Arief, Muhammad Ikhdat Sakti, Tambunan Tambunan, and Siam Siam. "THE EFFECT OF SPELLING BEE GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT AT SMP NEGERI 17 KENDARI." Journal of Teaching English 5, no. 1 (2020): 66. http://dx.doi.org/10.36709/jte.v5i1.13596.

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The purpose of conducting this research is to examine the effect of Spelling Bee game on students’ vocabulary achievement at the second year of SMP Negeri 17 Kendari. The sample of this research was 30 students in the second grade. This research was conducted in pre-experimental research design. Data of this research were collected by giving pre-test and post-test to the students. They were analyzed by using SPSS 16.0 version (descriptive analysis and inferential statistics). The result showed that there was effect of spelling bee game on the students’ vocabulary achievement. It can be seen from the mean score of post-test which was 62.67, while the mean score of pre-test was 43.67. In order to prove the hypothesis, the researcher took the conclusion by comparing the value of Sig (2 tailed) with the significance α value. It showed that the value of Sig (2 tailed) was 0.000 while the significance α value was 0.05. It means that the value of Sig (2 tailed) was lower than the significance α value (0.000 &lt; 0.05) which indicated there was effect of spelling Bee Game on Students’ Vocabulary Achievement.
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Miramar Yousif Damanhouri. "Exploring the Cognitive Processes of Preparation for a Spelling Bee Game to Enhance Vocabulary Learning in a Foreign Language." Forum for Linguistic Studies 6, no. 5 (2024): 637–48. http://dx.doi.org/10.30564/fls.v6i5.7067.

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This study investigates the cognitive processes associated with preparation for a spelling bee game to enhance vocabulary learning in a foreign language. It draws upon the Information Processing Theory, which involves attention, perception, and memory processes. During their freshman year of college in the Department of English, a group of 30 Saudi learners, at the same level of English, ranging in age from 18 to 20 years old, were provided with a weekly set of words to memorize as part of their Reading Course. Following twelve weeks of practice, memorization, and oral performance, a spelling bee was organized for the ten students who achieved the highest scores in the spelling tests. Subsequently, individual interviews were conducted with each of the ten participants in order to understand the cognitive mechanisms underlying their preparation and memorization for the event. The study's findings reveal that most participants in the spelling bee game actively engage in key stages of information processing, including encoding, storing, and retrieving information. Additionally, learners were observed to evolve from merely acquiring factual vocabulary knowledge to applying it practically through repeated practice and memorization for the spelling bee. By engaging multiple senses—such as visual and auditory perception—alongside verbal memory, most participants develop the procedural knowledge needed to spell words accurately and effortlessly, effectively transferring words from short-term to long-term memory.
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Holz, Heiko, Katharina Brandelik, Benedikt Beuttler, Jochen Brandelik, and Manuel Ninaus. "How to train your syllable stress awareness - A digital game-based intervention for German dyslexic children." International Journal of Serious Games 5, no. 3 (2018): 37–59. http://dx.doi.org/10.17083/ijsg.v5i3.242.

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Developmental dyslexia is one of the most frequent learning disorders and affects 4-10 % of the German population. The learning disorder affects educational, personal, and social development of children in a negative way. We examine three different approaches to treat learning disorders. That is, therapeutic, computer-based, and digital game-based interventions. We reflect on the advantages and disadvantages of these approaches that have been shown to be supportive for dyslexic primary-school children. Our literature review shows that there is a lack of digital game-based interventions for the treatment of spelling disorders. To fill this gap, we propose such a mobile serious game which uses evidence-based trainings and introduces novel features in order to help dyslexic children to improve their reading and spelling performance. We propose an intervention to train awareness of syllable stress and explore the innovative use of mouth motor activities and embodied trainings. To conclude, we suggest that, in addition to traditional approaches, digital-game based approaches should be used supplementary to (re-) engage and motivate learners.
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Seregar, Riyan Fitri, and Dinar Vincy YB. "The Implementation of Spelling Bee Game in Vocabulary Mastery at X Class of MA Miftahul Ulum Bettet Pamekasan." Didaktika : Jurnal Kependidikan 18, no. 2 (2024): 118–32. https://doi.org/10.30863/didaktika.v18i2.7130.

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The aim of this research is to know the implementation of spelling bee game in mastering students' vocabulary and to know the difficulties faced by students in developing vocabulary. In This research, research design used descriptive qualitative. The way the researcher obtained data was by using observations, interviews, questionnaires and documentation, while the research subject was class X MA Miftahul Ulum Bettet Pamekasan students consisting of 28 students. while the results of this research are the process of implementing the spelling bee game with 4 steps, namely; form a group, practice, apply it, the one who gets the highest points is the winner. from data obtained from field research regarding the difficulties faced by students in developing vocabulary, namely the problem of the difference between pronunciation and writing in English consisting 8 students, the problem of using vocabulary in English consisting 7 students, the problem of differences in writing and spelling consisting of 9 students. and finally the problem of difficulty distinguishing Indonesian letters from English was 4 students.
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Faizah, Shofrotul, and Siti Masitoh. "Pengembangan Game Spelling Word Scrabble Untuk Perkembangan Aspek Bahasa Pada Anak Usia Dini Usia 5-6 Tahun." PAUDIA : Jurnal Penelitian dalam Bidang Pendidikan Anak Usia Dini 12, no. 1 (2023): 30–38. http://dx.doi.org/10.26877/paudia.v12i1.14386.

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AbstractThis research is motivated by the results of an analysis which shows that media for early childhood 5-6 years is needed for the development of aspects of language development. This research aims to develop a media that is suitable for the characteristics of early childhood 5-6 years. The method used is Research and Development (R&amp;D) research. The subjects used in this study were 15 children aged 5-6 years from an educational institution in Sukodono, Sidoarjo. The results of this study are, as follows. 1) Media spelling word scrabble to develop aspects of language development in early childhood 5-6 years is developed based on the steps in DDD-E, namely Decide, Design, Development and Evaluate. 2) The effectiveness of the spelling word scrabble media product is "Effective". It can be concluded that Scrabble spelling word media is effectively used to develop language development in early childhood 5-6 years.Keywords: Research and Development; Media Scrabble; Language Development; GamificationAbstrakPenelitian ini dilatarbelakangi dari hasil analisis lapangan yang menunjukkan sangat dibutuhkan alat bantu untuk anak usia dini 5-6 tahun untuk mengembangkan aspek perkembangan Bahasa. Penilitian ini bertujuan untuk mengembangkan sebuah media yang sesuai dengan karakteristik anak usia dini 5-6 tahun. Metode yang digunakan adalah penelitian Research and Development (R&amp;D). Subjek yang digunakan dalam penelitian ini adalah 15 anak dengan usia 5-6 tahun dari suatu lembaga pendidikan di Sukodono, Sidoarjo. Hasil dari penelitian ini adalah, sebagai berikut. 1) Media spelling word scrabble untuk mengembangkan aspek perkembangan Bahasa pada anak usia dini 5-6 tahun dikembangkan berdasarkan langkah-langkah dalam DDD-E, yaitu Decide, Design, Development and Evaluate. 2) Efektifitas produk media spelling word scrabble adalah “Efektif”. Dapat disimpulkan bahwa media spelling word scrabble efektif digunakan untuk mengembangkan perkembangan Bahasa anak usia dini 5-6 tahun.Kata kunci: Penelitian dan Pengembangan; Media Scrabble; Perkembangan Bahasa; Gamification
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Astina, Chairani, and Toyibah Toyibah. "Penggunaan Media Permainan “Spelling Bee” Untuk Meningkatkan Keterampilan Menulis Bahasa Arab." Lisanan Arabiya: Jurnal Pendidikan Bahasa Arab 4, no. 2 (2021): 233–55. http://dx.doi.org/10.32699/liar.v4i2.1625.

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His study aims to determine: (1) The use of the spelling bee game media to improve the Arabic writing skills of the seventh grade students of MTs Bani Haji Abdul Rosyid Ngadirejo, (2) The difference in the improvement in the learning outcomes of students' Arabic writing skills using the spelling bee game media and the students who uses the lecture method in learning Arabic writing skills in class VII MTs Bani Haji Abdul Rosyid Ngadirejo. This research is a type of field research using a quantitative approach carried out at MTs Bani Haji Abdul Rosyid Ngadirejo, with the type of experimental research, while the research design is quasi experiment tqwo groups (experimental class and control class), which is a form of development of true experimental design which This design has a control group but does not fully function to control external variables that affect the implementation of the experiment. In this study, there are two variables, namely the independent variable and the dependent variable. The independent variable is the use of the spelling bee game media. And the dependent variable is the increase in Arabic writing skills of class VII students of MTs Bani Haji Abdul Rosyid Ngadirejo. The method of data collection is done by observation, interview, documentation and test methods. The results of this study indicate: 1) There was an increase in learning outcomes in the Arabic writing skills of the experimental class students by 0.345 and in the medium category. 2) The results of hypothesis testing show an error level of 1% with dk = n1 + n2-2 = 20 + 22-2 = 40 obtained t table = 2, 704. And for the error level of 5% with a value of dk = n1 + n2 - 2 = 20 + 22 - 2 = 40 obtained t table = 2.021. These results indicate that t count is greater than t table. The conclusion is that there are differences in the Arabic writing skills of grade VII students of MTs Bani Haji Abdul Rosyid Ngadirejo who use the spelling bee game media with the lecture method.
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Vinogradov, Iurii Mikhailovich. "About the implicit variant of the affix of the third person of the category of possession of nouns in the Chuvash language." Development of education, no. 1 (1) (September 25, 2018): 82–84. http://dx.doi.org/10.31483/r-21461.

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The article deals with the spelling of nominal word combinations in the Chuvash language, the components of which are connected by an implicit version of the affix of the third person. The work points to the contradiction in the orthography of similar word combinations: кĕреке пуçĕ "toast-master", вăйă пуçĕ "head of the game", кĕтÿ пуçĕ "leader of the pack" (separately) – пирĕн çулпуç "our leader", гений çулпуç "brilliant leader" (in one word). The modern spelling dictionaries do not include a number of word combinations, which are identical in structure with the syntagmas represented in dictionaries in the joined-up writing. The author proves that a separate spelling corresponds to the orthography of all nominal syntagmas.
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Ribeiro, Francisco Adelton Alves, Alvaro Itauna Schalcher Pereira, Abias Rodrigues Da Cruz, et al. "Grafix: Help game for people with dysorthography." Cuadernos de Educación y Desarrollo 15, no. 2 (2023): 924–39. http://dx.doi.org/10.55905/cuadv15n2-001.

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GRAFIX is an educational game developed by a multidisciplinary team from the Federal Institute of Education, Science and Technology of Maranhão (IFMA) in partnership with the Federal Institute of Education, Science and Technology of Piauí (IFPI) and the State Department of Education of Maranhão (SEDUC), with the aim of assisting in the treatment of people with dysorthography. The game is based on the Applied Behavior Analysis (ABA) methodology and is grouped into tasks to teach the correct spelling of letters, words and phrases with their respective sound, setting grammatical rules, punctuation and accentuation, containing positive reinforcements and without negative interactions, its theoretical foundation was based on literary reviews and literacies of the main multidisciplinary databases indexed in the CAPES portal, such as ASTM, Scopus and Web of Science. GRAFIX uses mobile devices to exercise, developing the users' neurocognitive stimuli, gradually increasing their spelling accuracy, organization, structuring and composition of written texts, as well as improving sentence construction. The game has become a differentiated tool for the treatment of dysorthography, since the disorder can have a negative impact on the self-esteem and school performance of the affected people, and it can be used in the classroom as an active methodology, complementing the grammar teaching, offering a pleasant, playful and interactive approach.
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Shokri, Hossein, and Seyed Jalal Abdolmanafi-Rokni. "The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study." Studies in English Language Teaching 2, no. 3 (2014): 266. http://dx.doi.org/10.22158/selt.v2n3p266.

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&lt;p&gt;&lt;em&gt;This is a qualitative study in which video games were applied as one of the basic steps of language learning and literacy skill for specific students i.e. spelling. In this study 40 students from two classes at the age group of 14-16were randomly divided into two groups, control and experimental (each 20). The participants in the control group receive a placebo while the experimental group was presented with original computer games. During the treatment period the experimental group worked with each game by the teacher in the class. The classroom was equipped with the computer, television, overhead projector, etc. Each week they was subjected to one game. At the end of each session, the students were required to play the games and elicit words and spelling of them. After eight sessions of treatment, a questionnaire was filled out by the participants in the experimental group. The results of the study showed that the experimental group outperformed the control group. This finding subscribes to the role and efficacy of video computer games on spelling among students.&lt;/em&gt;&lt;/p&gt;
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PADIDI, NATALIA, DAHLIA D. MOELIER, and Andi Hamzah Fansury. "THE USE OF SPELLING BEE GAMES IN IMPROVING ENGLISH VOCABULARY STUDENTS AT NEGERI 8 MAKASSAR." ACADEMIC: ENGLISH LANGUAGE LEARNING JOURNAL 7, no. 2 (2023): 136–44. http://dx.doi.org/10.52208/aellj.v7i2.276.

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This research was conducted with the aim of determining whether or not there was an improving in students' English vocabulary by using Spelling bee games in grade 7 students of SMP Negeri 8 Makassar. This study used a pre-experimental design with pre-test, post-test, and data analysis.The population in this study were students of SMP Negeri 8 Makassar for the 2021/2022 school year. the sample in this study was 36 students in grade 7.4. The results of this study were analyzed using a paired sample T-test on SPSS. According to the results of using the bee spelling game, it can increase the vocabulary of grade 7.4 students of SMP Negeri 8 Makassar.This can be seen based on the results of the Paired Sample T-test on the pre-test value the column is 0.00. Thus, it can be concluded that the Spelling Bee games can improve students' vocabulary skills in english learning at SMP Negeri 8 Makassar. Key Words: Spelling Bee, Games, Vocabulary
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Nur Auliyah, Muhammad Ihsan, and Dzakiah. "THE EFFECTIVENESS OF USING SILENT WAY METHOD WITH SPELLING GAME IN IMPROVING STUDENTS’ VOCABULARY MASTERY." Datokarama English Education Journal 4, no. 1 (2023): 29–38. http://dx.doi.org/10.24239/dee.v4i1.64.

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The objective of this research is to find out whether the use of the silent way with spelling games can improve students’ vocabulary in the eighth grade of SMPN 8 Palu or not. The knowledge of the English language in the eighth grade of SMP 8 Palu is still low, especially in vocabulary. This research aims to obtain empirical evidence about the effect of using the silent way method with spelling games. The population were all eighth-grade students of SMP 8 Palu. The sample were 44 students. The research employs a quasi-experimental design. In the experimental class, the researcher used the silent way method with a spelling game, and in the control class, the researcher used the conventional method strategy (memorizing). The researcher used an instrument in the form of multiple choice and matching tests. The instrument was given in pre-test and post-test. The finding indicated that there was a different score of the final significant mean between the classes, the serve of the experimental class was 73,40 while the final mean of the control class was 63,6. The hypothesis test shows that significant level of 5 % t-test 4,255 &gt; t-table 1,682 so, it can be stated that H0 (Null hypothesis) was rejected and Ha (Alternative hypothesis) was accepted. Therefore, it can be concluded that the use of the Silent Way method with the Spelling Game was effective in improving students’ vocabulary in the eighth grade at SMP 8 Palu in the academic year 2021/2022.
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Shirdel, Neda, and Habib Soleimani. "The effect of computer game assisted teaching on Iranian EFL learners' motivation for learning spelling." Journal of Language and Literature 6, no. 4 (2015): 246–48. http://dx.doi.org/10.7813/jll.2015/6-4/44.

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Bafadal, Muhammad Fauzi, and Humaira Humaira. "The Use of Charades Games in Teaching Vocabulary to the Junior High School Students." Linguistics and Elt Journal 5, no. 1 (2019): 14. http://dx.doi.org/10.31764/leltj.v12i2.748.

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Vocabulary is a knowledge of words and word meanings. To increase the student’s vocabulary, the writer chosen game. A game is an alternative way to teach. One of the alternative games is a charades game. So, based on it the aim of this study is to investigate the effect of charades game toward student’s vocabulary. This study was conducted at the first-grade students of SMPN 18 Mataram in academic year 2017/2018. This study used a quasi-experimental design that is used pre-test and post-test control group design. The population of study involved 40 students from two classes SMPN 18 Mataram in academic year 2017/2018. The writer took all of the students as a sample, and they are 20 students belong to the experimental group and 20 students in the control group. In this study, the writer used the vocabulary test consists of 20 items multiple choice covered with the indicator of vocabulary consist of spelling, pronunciation, and meaning. The result of this study, the students could understand spelling, pronunciation, and meaning and they could answer the test vocabulary easily through charades game. In this data, pre-test, and post-test as the research technique of data collection, then followed by analyzing the data using the t-test formula. The level of significance is at 0, 05%, t-test = 2,99 and t-table= 2,02, Alternative Hypothesis (Ha) was accepted and Null Hypothesis (Ho) was rejected. It means that there was a significant difference between the student's pre-test and post-test scores. Thus, the writer concludes that the charades game on the student’s vocabulary affects.
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Amna, Shally, Wienda Gusta, and Yeng Primawati. "Meningkatkan Kemampuan Speaking dan Writing Bahasa Inggris Melalui Kompetisi Spelling Bee." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 4, no. 2 (2021): 157–64. http://dx.doi.org/10.33330/jurdimas.v4i2.974.

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Abstract: Spelling Bee is a word spelling game which assessed the accuracy of words and the pronunciation of the letters in English. MTSN 7 Bungus, Padang was chosen as PKM partners due to the students’ low English language skills and interest. Therefore, through the Spelling Bee competition, the team tried to improve the students’ skills and interest in learning English language, especially their ability to write and spell words correctly. In this competition, there were 280 students previously trained before join the competition. This competition is divided into three rounds, namely the preliminary round, the semi-final round and the final round. In addition, the English teachers also helped to coordinate the competition. During the activity, students were also given lessons on writing and spelling correctly. As a result, students’ enthusiasm in participating in competition can be one of the factors that triggers the enthusiasm and interests in learning so that they get more satisfying learning outcomes. During the competition, students were guided by the English teachers and given clear instructions. After participating in Spelling Bee competition, the students were not only given rewards but also some improvement in their English writing and spelling skills.Key Words: Spelling Bee, writing, spelling. Abstrak : Spelling Bee merupakan permainan mengeja kata dengan menilai keakuratan kata dan ketepatan pengucapan huruf yang disebutkan dalam Bahasa Inggris. MTSN 7 Bungus, Padang dipilih sebagai mitra PKM karena kemampuan dan minat Bahasa Inggris siswanya yang sangat rendah. Oleh karena itu, lewat kompetisi Spelling Bee, Tim PKM berusaha untuk meningkatkan kemampuan dan minat siswa terhadap Bahasa Inggris terutama pada kemampuan menulis dan mengeja kata. Dalam Kegiatan Spelling Bee ini, sebanyak 280 siswa dilatih sebelum mengikuti kompetisi Spelling Bee yang terbagi atas tiga babak, yaitu preliminary Round, Semi Final Round dan yang terakhir Final round. Selain itu, guru Bahasa Inggris di sekolah tersebut turut membantu demi kelancaran kegiatan kompetisi ini. Siswa diberikan pelajaran tentang menulis dan mengeja bahasa Inggris dengan benar. Antusias siswa dalam mengikuti kompetisi dapat merupakan salah satu faktor yang memicu semangat dan daya tarik siswa dalam belajar sehingga memperoleh hasil belajar yang jauh lebih memuaskan. Selama kompetisi, siswa dipandu oleh guru bahasa Inggrisnya dan diberikan instruksi yang jelas. Setelah mengikuti kompetisi Spelling Bee ini, siswa siswi MTSN 7 Bungus tidak hanya diberikan reward namun juga dapat meningkatkan kemampuan menulis dan mengeja Bahasa Inggrisnya.Kata Kunci: spelling bee; writing; spelling.
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Ratnawati. "The Use of ‘Snakes And Ladders’ Game As A Medium to Improve the Students’ Mastery of Past Form of Irregular Verbs." Journal of Innovative and Creativity (Joecy) 3, no. 2 (2023): 29–38. http://dx.doi.org/10.31004/joecy.v3i2.44.

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This study is about the use of „Snakes and Ladders‟ game toward the students‟ mastery of past form of irregular verbs. The study is aimed to (1) find out whether teaching the past form of irregular verbs by using „Snakes and Ladders‟ game is effective to improve the students‟ achievement in learning the verbs, and (2) find out the students‟ attitude and feeling toward the use of „Snakes and Ladders‟ game. The subjects of this study were the students of IX D of SMP N 5 Tambusai Utara. The selection of the class was based on the suggestion of the English teacher. The researcher used an action research design. There were two cycles in this study. Every cycle consisted of planning, acting, observing and reflecting. Before conducting the cyclical activities, the researcher gave the students an Initial Pre-test. After that, she gave the treatments to the students. In Cycle 1, she used group work without classical problem solving and showing the spelling of the verbs. However, the result was not satisfying enough. In Cycle 2, she used classical problem solving and also showing the spelling of the verbs. In this cycle, the result was very satisfying. After the cycle 2 was finished, she gave a Final Post-test and also questionnaire to the students. Based on the data analysis, there was a significant improvement of the students‟achievement after the use of „Snakes and Ladders‟ game was given. This improvement was proved by the comparison between the result of Initial Pre-test (68.14) and that of Final Post-test (88.80). After being showed the spelling of the verbs, their understanding toward the verbs was better. The classical problem solving that the researcher used in Cycle 2 successfully helped students learn the verbs from their friends‟ incorrect answers. The results of the observation checklists showed that the students‟ attitude in Cycle 2 was better than that in Cycle 1. Based on the result of questionnaire, the students also supported the use of „Snakes and Ladders‟ game in the teaching of grammar, especially the past form of irregular verbs. It was proved by their positive responses in relation to the use of that medium. Based on the results of the analysis above, it can be concluded that the use of „Snakes and Ladders‟ game successfully improves the students‟ mastery of past form of irregular verbs in the teaching of grammar.
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Maulana, Mohammad Rizky, Mujahidah Ulfa, and Abdulrahman Tryanti. "A CASE STUDY OF SEVEN ELEMENTARY STUDENTS IN LEARNING LISTENING SKILL THROUGH MOBILE GAMES." Lingua 1, no. 01 (2019): 43–51. http://dx.doi.org/10.34005/lingua.v1i01.158.

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This study aims to explore, describe and analyze the use of mobile game application byelementary students to support EFL (English as a Foreign Language) learning particularlylistening skill. In this study, observation and interview are utilized to obtain the data. 8(Eight) Elementary students were participated in this study. Finding shows that studentsuse mobile game application to access content such as listen to English words or sentenceby native speaker and vocabulary. The participants of this study show positive responsetoward the use of mobile game apps in learning English listening skill. They believed thatusing mobile game apps helped them in listening, vocabulary and spelling. As theimplication of this study, it is recommended to use mobile game application for EFLstudents in order to boost their interest in learning English and the apps can be one of bestmedia to teach listening for young learners.
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Chairani, Sri. "USING SCRABBLE FOR LEARNING ENGLISH VOCABULARY AT MAN 2 KUANTAN SINGINGI." Language Literacy: Journal of Linguistics, Literature, and Language Teaching 5, no. 1 (2021): 205–12. http://dx.doi.org/10.30743/ll.v5i1.3858.

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Reading, writing, listening, and speaking are four language skills that need to be mastered. The skills include language components: vocabulary, grammar, spelling, and pronounciation. Among the language components, vocabulary become potential to be improved with various medias of learning since vocabulary is one of the main factors to understand a language. Therefore, this research is determined to find out the impacts of using scrabble for learning English vocabulary at Kampung Inggris Pare AEC MAN 2 Kuantan Singingi. The scrabble game can help the students understand vocabulary easily. They have to arrange words using the given letter tiles onto the board game. The method used to do this analysis is qualitative research method due to its suitability for generating the data properly. The result of this research shows that scrabble does not only improve the motivation and interest, but also students’ vocabulary mastery in term of spelling, pronouncing and memorizing of vocabulary, and also gives much contribution to their speaking ability as well. The class can be more enjoyable, and furthermore, such class can make the students enthusiastic and confident to speak English.
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Juwiantho, Hans, Angelo Brian Rafael, Liliana Liliana, and Lily Eka Sari. "Developing and Evaluating an Educational Game to Support Early Reading Skills in Kindergarten Students." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 9, no. 4 (2025): 1014–24. https://doi.org/10.31004/obsesi.v9i4.6925.

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Reading is a crucial skill that should be learned from an early age, as it plays a vital role in daily life. While most children can easily learn to read, some struggle with the process. Therefore, effective learning media are needed to support children's reading development. This study develops and evaluates an educational game to assist young children in learning to read. Unlike previous studies, the game integrates multiple interactive modes that reinforce word recognition, spelling, and sentence construction through auditory and visual cues. The game features a simple user interface, a collection of 100 open vocabulary words, and three gameplay modes designed to support different aspects of early reading skills. The game's effectiveness was assessed through an experiment involving 12 kindergarten students, divided into a game-playing and a non-game-playing group. The findings indicate that the educational game can enhance kindergarten students' reading skills. Moreover, the game increases students' enthusiasm and motivation for learning to read. However, further improvements, such as additional features and platform expansion, are necessary to make the game more accessible to a broader audience.
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Vivianti, Nurul, Syahrir Syahrir, and Husnani Aliah. "The Effect of Using Spelling Bee Games on Vocabulary Mastery." Edumaspul: Jurnal Pendidikan 7, no. 2 (2023): 3016–21. http://dx.doi.org/10.33487/edumaspul.v7i2.5873.

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Permainan spelling bee digunakan untuk membantu siswa meningkatkan kosakata dan pengetahuan mereka tentang ejaan bahasa Inggris, pengucapan. Penelitian ini menggunakan penelitian kuantitatif dengan penelitian eksperimental terapan, untuk menguji dampak perlakuan terhadap suatu hasil, diperlukan untuk mengetahui efektivitas antara dua variabel dalam waktu yang bersamaan. Populasi penelitian ini pada siswa kelas VII SMPN 03 Kota Palopo tahun ajaran 2023/2024. Jumlah penduduk adalah 280 siswa. Terdapat 10 kelas yang terdiri dari 28 siswa dalam kelas tersebut. furethur peneliti memilih 2 kelas sebagai sampel, selanjutnya peneliti membagi menjadi dua kelompok 14 siswa untuk kelompok eksperimen dan 14 siswa untuk kelompok kontrol, kelas sampel adalah VII A terdiri dari 14 siswa, peneliti mengambil sampel dengan campuran. Instrumen penelitian ini adalah tes, jenis tes adalah tes kosakata, apakah tes terdiri dari pre-test dan post-test. Berdasarkan hasil uji T sampel independen pada data pra dan pasca yang dianalisis, diperoleh nilai signifikansi 0,000, yang lebih besar dari tingkat signifikan (a) yang digunakan 0,05.karena untuk dapat mengatakan signifikansi itu harus &gt;0,05. Oleh karena itu dapat disimpulkan bahwa terdapat perbedaan nilai pre test dan post test yang signifikan antara kelompok eksperimen dan kelompok kontrol. Permainan spelling bee berdampak pada pertumbuhan kosakata. Karena kosakata dapat digambarkan paling baik sebagai istilah yang dipelajari dalam bahasa, mengajar kosakata jelas memerlukan lebih dari sekadar memperkenalkan kata-kata baru.&#x0D; &#x0D; &#x0D; Abstract&#x0D; The spelling bee game is used to helping students improve their vocabulary and their knowledge of English spelling, pronunciation..These research used quantitative research with applied an experimental research,to test the impact of a treatment on an outcome,it consern to finding out the effectivness between two variabel in the same time. The populasi of this research on the VII grade students of SMPN 03 Kota Palopo in the academic year of 2023/2024. The number of population was 280 students. There were 10 class wich is 28 students in the class. furethur the researcher choose 2 classes as the sample,next the researcher devides into two groups 14 students for the experimental groups and 14 students for the control groups,the sample class is VII A consisted 14 students,the researcher took the sample with mix. The instrument of this research is test,the kind of test was vocabulary test,were the test consist pre-test and post-test. Based on the independent sample T- test results on the analyzed pre and post data a significance value of 0,000was obtained,which is greater than the significant level (a)used of 0,05.because to be able to say it significance it must be &gt;0,05. Therefore it can be concluded that there is significant different pre test and post test values between the experimental group and control groups.The spelling bee game has an impact on vocabulary growth.Since vocabulary can be described best as the terms that are learnt in the language, teaching vocabulary obviously entails more than just introducing new words.&#x0D; &#x0D; Keywords: Vocabulary, Spelling Bee Game
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Ana, I. K. T. A. "Teaching English Vocabulary for Young Learners through Electronic Guessing Game." Journal of Psychology and Instructions 2, no. 1 (2018): 22. http://dx.doi.org/10.23887/jpai.v2i1.13738.

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This study was an evaluative study as a part of research and development study which aimed at: (1) describing the benefits and the problems of implementing Electronic Guessing Game in teaching vocabulary; and (2) the students’ vocabulary mastery and their achievement motivation after the Electronic Guessing Game Implementation. The researcher collected the data of the study through observation, interview, questionnaire, and test. Since the data were in the form of quantitative and qualitative data, the researchers analyzed the data both qualitatively and quantitatively. The results of the study show that: (1) the benefits of implementing Electronic Guessing Game were: It makes teaching and learning process becomes fun; it activates the students to get involved; it integrates spelling, pronunciation, and meaning; it helps the students to memorize the vocabulary; and the learners like it. While the problems were: it needs sufficient facilities and some technical problems occur during the implementation; (2) the students’ vocabulary mastery improved after Electronic Guessing Game Implementation; and (3) most of the students are very motivated in learning vocabulary through Electronic guessing Game.
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Siosan, Rosie Jane P., Josephine R. Lavilla, Ma. Asuncion Christine V. Dequilla, and Joel T. De Castro. "Android interactive word game in mother tongue for early childhood learners." Indonesian Journal of Electrical Engineering and Computer Science 22, no. 3 (2021): 1787–95. https://doi.org/10.11591/ijeecs.v22.i3.pp1787-1795.

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As ownership of mobile devices increases, the trend in the use of information and communications technology (ICT) in education also advances. In line with the mandate of the department of education to develop interactive strategies, this study aimed to design, develop, and evaluate an android interactive word game in Mother Tongue on the level of acceptability of the system based on content, instructional quality, technical quality, presentation and organization, and accuracy and up-to-dateness to address the gap for interactive mobile learning. This study used developmental and quasiexperimental research. The first phase of the study used developmental research to design, develop, and evaluate the acceptability of the android word game. The second phase of the study used quasi-experimental to evaluate the effectiveness of the developed android word game on the pupils&#39; academic performance in mother tongue. The evaluation of the information technology (IT) experts resulted to a very acceptable rating for the android interactive word game, which was observed to be effective based on the higher post-test mean score or higher mean score of the pupils in the spelling skills after their exposure to the android interactive word game.
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Ilham, Ilham, Humaira Humaira, and Muslimin Muslimin. "PENDAMPINGAN PENGAJARAN ENGLISH FUN BAGI SISWA KELAS VIII SMPN 5 NARMADA." JMM (Jurnal Masyarakat Mandiri) 3, no. 1 (2019): 17. http://dx.doi.org/10.31764/jmm.v3i1.908.

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Abstrak: Kegiatan pendampingan pengajaran English fun bagi siswa SMPN 5 Narmada merupakan bentuk pengabdian dalam rangka memberikan semangat dan motivasi belajar bahasa Inggris yang menyenangkan. Pendampingan pengajaran ini difokuskan pada siswa kelas VIII tahun pelajaran 2018-2019. Pengabdian ini dilakukan dalam bentuk pengajaran langsung didalam ruangan kelas dengan menggunakan metode permainan (game) seperti pair work cards, board card and spelling be game. Penggunaan metode ini sangat efektif dalam merangsang inspirasi belajar siswa untuk lebih memahami capaian pembelajaran. Kegiatan pendampingan pengajaran berlangsung selama 6 kali pertemuan. Selama proses pengajaran, para siswa terlihat aktif dan termotivasi untuk lebih semangat belajar bahasa Inggris. Para siswa ikut terlibat secara langsung dalam mengerjakan tugas dan latihan sesuai dengan arahan dan instruksi seorang guru. Dengan demikian, penggunaan metode game yang menyenangkan atau variasi metode akan mampu mendorong motivasi belajar siswa. Metode ini sangat cocok untuk dikembangkan bagi siswa sekolah disetiap jenjang khususnya siswa sekolah menengah pertama.Kata Kunci: Pengajaran, English, Fun.Abstract: Teaching English fun for students of SMP 5 Narmada is a kind of service on community in order to have enthusiasm and motivation to learn English fun. This teaching service is focused on class VIII students in the academic year 2018-2019. This service is carried out in the form of direct teaching in the classroom by using game such as pair work cards, board cards and spelling be games. The use of these methods are more effective in stimulating the students' learning inspiration for getting the point of learning outcomes. Teaching services activities was conducted for 6 meetings. During the teaching process, students were actively and motivated to be more enthusiastic in learning English. The students are directly participate to do the assignments and exercises according to the direction and instructions of a teacher. Thus, the use of fun game methods or their variations will be able to encourage student learning motivation. These methods were very suitable to be developed for high school students each level, especially junior high school students.Keywords: Teaching, English, Fun
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Dzu Al Mirroh, Wildan Isna Asyhar, and Erwin Hari Kurniawan. "Analyzing of Scrabble Go Application as a Media of English Language Teaching." IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature 12, no. 2 (2025): 3276–86. https://doi.org/10.24256/ideas.v12i2.6135.

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This paper examines the potential of Scrabble GO, a popular mobile adaptation of the classic word game Scrabble, as a tool for enhancing English language education. It analyzes the game's features and mechanics, exploring how they align with established principles of language acquisition and English skills. By drawing upon relevant research in second language acquisition and game-based learning, the paper evaluates the use of Scrabble GO in promoting vocabulary development and spelling accuracy. It also considers the game's potential to foster motivation, engagement, and communicative competence among learners. The paper concludes by discussing the limitations of Scrabble GO in English language education and proposing strategies for maximizing its uses within different learning contexts.
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