EFEKTIVITAS GAMIFIKASI BERBASIS KONTEKS LOKAL TERHADAP PENGUASAAN KOSAKATA BAHASA INDONESIA SISWA SMA NEGERI 5 BARRU
Abstract
This study aims to determine the effectiveness of local context-based gamification in improving Indonesian vocabulary mastery among students of SMA Negeri 5 Barru. This research employed a quantitative approach with a quasi-experimental design using a nonequivalent control group design. The sample consisted of 60 tenth-grade students, divided into an experimental class and a control class, each given a pretest and posttest to measure vocabulary mastery. The research instrument was a vocabulary mastery test developed based on Indonesian language learning indicators. Data were analyzed using descriptive statistics and inferential statistics with the assistance of SPSS software through the Wilcoxon and Mann–Whitney tests. The results show that students in the experimental class experienced a higher improvement in vocabulary mastery after the implementation of local context-based gamification compared to the control class. This improvement is indicated by a significant increase in the posttest mean scores and statistical test results showing a significant difference between the two groups. These findings suggest that integrating gamification with local cultural contexts enhances students’ active engagement, facilitates vocabulary comprehension, and strengthens their ability to use vocabulary appropriately in context. Therefore, it can be concluded that local context-based gamification is effective in improving Indonesian vocabulary mastery among students of SMA Negeri 5 Barru.
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