The Effect of Using Interactive Games (Gamestolearnenglish.com) on Eleventh Graders’ English Vocabulary Mastery at an Agricultural Vocational School
DOI:
https://doi.org/10.62951/flora.v3i1.567Keywords:
Educational Technology, English Vocabulary Mastery, Interactive Games, Learning Innovations, SMK StudentsAbstract
This study explores the impact of interactive games on the English vocabulary mastery of grade XI Animal Nursing students at the Kupang State Agricultural Vocational School. Given the low level of vocabulary mastery in vocational high school students, the study aims to investigate how using Gamestolearnenglish.com, an interactive game-based platform, can enhance vocabulary skills. A quasi-experimental design with pre- and post-treatment assessments was implemented. The results showed a significant improvement in students' vocabulary mastery, with the average score rising from 73.70 to 83.52, an increase of 9.82 points. The Shapiro-Wilk test confirmed the normality of the data, and a paired-sample t-test revealed a significant difference between the pre- and post-assessment (p = 0.000). This suggests that the use of interactive games significantly contributes to the enhancement of students' ability to recognize, understand, spell, and use vocabulary. These findings highlight the effectiveness of game-based learning in improving English vocabulary skills among vocational high school students, particularly in agricultural fields.
References
Alexandre, I. M., Lopes, P. F., & Borges, C. (2023). Roadmap for the development of EnLang4All: A video game for learning English. Multimodal Technologies and Interaction, 7(17), 1–30. https://doi.org/10.3390/mti7020017
Aryawan, F. N. (2023). Overcoming the challenges of vocational education in Indonesian SMK: Ideas on curriculum improvement, teaching quality, and English language teaching. Journal of Practice Learning and Educational Development, 3(3), 243–252. https://doi.org/10.58737/jpled.v3i3.226
Bustang, D., & Usman, S. (2025). The application of game-based learning to improve English vocabulary mastery of grade VII C students at SMPN 15 Palu. JUPERAN: Journal of Education and Learning, 04(02), 1501–1509.
Deviga, L., & Ardhani, R. A. (2024). Vocabulary mastery improvement training using the total physical response method for grade X students. Journal of Community Service, 1(7), 394–399. https://doi.org/10.62335/k38fbm51
Harahap, M. K., & Harahap, D. K. (2024). Analysis of proficiency in English learning among elementary school students. Journal of Research and Development, 2(4), 131–136.
Isnani, Z., & Mahmudah. (2025). The role of collaboration between schools and industry in improving the relevance of English learning at SMK Negeri 1 Bangil, Pplg Department. Journal of Information Systems and Information Technology Applications, 1(1), 54–61.
Jihan, N. W. N., Fikroni, M. R., & Wulan, O. R. N. (2022). Improving student vocabulary mastery using a web-based vocabulary game on Gamestolearnenglish.com at seventh grade SMPN 2 Senduro. Oxford: Journal of English Language Studies, 1(2).
Lestari, V. A., Kurniadi, P., Pratiwi, P. I., Indriani, S., Natalia, I., Mutawally, A. N., Moonti, G. M., & Lestarina, A. P. (2025). Psycholinguistics in English language learning.
Nurhayati, F., & Hilmi, I. (2025). The effectiveness of daily vocabulary training on the speaking skills of Islamic boarding school students. JSIM: Journal of Social Sciences and Education, 5(5), 1012–1026.
Pakudu, R., Rizal, & Safaat, M. (2024). Development of interactive learning media based on Quiziz. Journal of Education and Culture (JEaC), 04(1), 56–83.
Permana, B. S., Hazizah, L. A., & Herlambang, Y. T. (2024). Educational technology: The effectiveness of using technology-based learning media in the digital age. Khatulistiwa: Journal of Education and Social Humanities, 4(1), 19–28. https://doi.org/10.55606/khatulistiwa.v4i1.2702
Putri, N. A. S., Kurniati, D., & Utomo, S. (2025). The effectiveness of web-based learning media "Games to Learn English" on young learners' vocabulary mastery. Applied Research in English Education, 3(1), 26–34. https://doi.org/10.26714/aree.3.1.2025.26-34
Rahmawati, A., Nandila, V. Y., Aini, K. Q., & Aini, V. N. (2025). The implementation of vocabulary journal in English learning: A case study at SMP Negeri 2 Blitar. JOSAR, 10(1), 179–189. https://doi.org/10.35457/josar.v10i1.4441
Rikmasari, R., Aningsih, & Nadhilah, F. I. (2025). Efforts to improve English vocabulary mastery using the Scramble model in fourth grade students at SDIT Mutiara Hati Bekasi. Journal of Primary School Education and Learning, 3(1), 31–41.
Safitri, I., Reftyawati, D., Pradana, S. A., Negeri, I., Intan, R., Jalan, L., Suratmin, E., & Lampung, B. (2022). English reading exercises: Analysis of the difficulties of grade XI students in understanding them. Encyclopedia: Journal of Education and Learning Innovation Saburai, 02(01), 46–53. https://doi.org/10.24967/esp.v2i01.1551
Sari, B. M., & Suyadi. (2024). Interactive games as a learning medium for early childhood. EDUKASIA: Journal of Education and Learning, 5(1), 2049–2058.
Silalahi, A. (2020). The influence of grammar and vocabulary mastery on English narrative writing skills in Tangerang City. KALAOS: Kalao's Maritime Journal, 1(2), 45–60.
Soleha, D., Yelida, E. P., Ramadhan, H., Khairani, F. S., & Dahliana, D. (2025). The use of interactive word games to improve literacy in grade 5 students at SDN 20 Selayo. Pendas: Journal of Elementary Education, 10(3), 236–242.
Solihah, N., Hendriyanto, A., & Puspitasari, I. (2025). Application of Scattergories games to improve English vocabulary mastery in fifth grade students at SD Negeri 1 Karanggede Kab. Pacitan. PENDAGOGIA: Journal of Basic Education, 5(2), 54–65.
Wirahmi, I., Husain, N., & Rohandi, M. (2025). Interactive learning strategies: English vocabulary for fruits and vegetables through the game "Simon Says." Devotion: Journal of Community Service, 4(1), 1–5.
Yuwana, R. Y., Pertiwi, S. A., Indriyani, N., & Purwanto, D. A. (2025). Strengthening English vocabulary of elementary school students at IT Permata Bunda through visual media and participatory activities. Akselerasi: Journal Of Community Service, 3(2), 237–244.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Flora : Jurnal Kajian Ilmu Pertanian dan Perkebunan

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



