USING WORDWALL AS AN ONLINE TEACHING TOOL TO ENHANCE VOCABULARY COMPETENCE FOR 10TH GRADERS
About this article
Received: 12/04/24                Revised: 10/06/24                Published: 10/06/24Abstract
Keywords
Full Text:
PDFReferences
[1] R. W. Sipayung, "The Effect of Wordwall Strategy on Students' Vocabulary Achievement at SMP Negeri 5 Pematangsiantar in the Academic Year 2018/2019," Budapest International Research and Critics Institute (BIRCI-Journal), vol. 1, no. 3, pp. 251-263, 2018.
[2] I. G. H. Sanjaya, N. L. P. E. S. Dewi, and A. A. G. Y. Paramartha, "An Investigation of Teaching Aids Used by English Teachers in Teaching Vocabulary for Young Learners," Journal of Educational Study, vol. 2, no. 1, pp. 26-34, 2022.
[3] Hadijah, B. W. Pratolo, and Rondiyah, "Interactice game "Kahoot!" as the media of students'vocabulary assessment," Journal on English as a Foreign Language (JEFL), vol. 10, no. 1, pp. 87-105, 2020.
[4] D. Hikmah, "Media For Language Teaching and Learning in Digital Era," International Journal of English Education and Linguistics (IJoEEL), vol. 1, no. 2, pp. 36-41, 2019.
[5] M. Atlun, "The integration of technology into foreign language teaching," International Journal on New Trends in Education and Their Implications, vol. 6, no. 1, pp. 22-27, 2021.
[6] E. N. Smith, C. Romero, B. Donovan, R. Herter, D. Paunesku, G. L. Cohen, and J. J. Gross, "Emotion theories and adolescent well-being: Results of an online intervention. Emotion," APA PsycNet, vol. 18, no. 6, pp. 781-788, 2018.
[7] W. U. A. W. Azli, P. M. Shah, and M. Mohamad, "Perception on the Usage of Mobile Assisted Language Learning (MALL) in English as a Second Language (ESL) Learning among Vocational College Students," Creative Education, vol. 9, no. 1, pp. 84-98, 2018.
[8] F. Y. A. Haq, Syihanuddin, M. Abdurahman, and R. Supriadi, "Wordall: a Digital Game Application to Increase the Interest of Rabbaanii Junior High school student in Learning Arabic Vocabulary," Proceedding International Conference on Arabic Language and Literature, vol. 19, no. 4, pp. 1-11, 2021.
[9] M. Jannah and S. Syafryadin, "EFL Students’ Perspectives on the Use of Wordwall.net as vocabulary learning media," ELT Forum: Journal of English Language Teaching, vol. 11, no. 2, pp. 115-124, 2022.
[10] E. Sözen and U. Güven, “The Effect of Online Assessments on Students’ Attitudes Towards Undergraduate-Level Geography Courses,” International Education Studies, vol. 12, no. 10, pp. 1-8, 2019.
[11] M. C. Sahin and N. A. A. Namli, "Gamification and effects on students' science lesson achievement," International Journal on New Trends in Education and Their Applications, vol. 7, no. 1, pp. 41-47, 2016.
[12] B. G. Ersoy and S. D. B. Boyaci, "Devising Gamification for Vocabulary Development and Motivation: An Experimental, Mixed-Model Study," International Technology and Education Journal, vol. 5, no. 1, pp. 32-49, 2021.
[13] S. S. Ali, M. W. Ali, and T. Amin, "Enhancing Adult Learners' Motivation for Learning English Grammar through Language Games," Research Journal of Social Sciences & Economics Review, vol. 1, no. 3, pp.143-150, 2020.
[14] A. Cahyani, “Gamification Approach to Enhance Students Engagement in Studying Language course,” MATEC Web of Conferences, 2016, pp. 1-6.
DOI: https://doi.org/10.34238/tnu-jst.10132
Refbacks
- There are currently no refbacks.





