#FINDINGDAHL: Proposed Game-Based Learning Material Using Roald Dahl's Books
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Abstract
Researchers are increasingly seeking innovative strategies for effective knowledge transmission through instructional materials, and one recommended approach is the gamification of lessons and activities that provide students with opportunities to be more active vocabulary builders. The gap being addressed through gamified materials is the deterioration in students' comprehension and vocabulary. The Likert Scale was used to evaluate the effectiveness of an advanced word search puzzle in enhancing students' comprehension and retention of story elements, as well as improving their word recognition and vocabulary skills. The results show that the students agreed that the word search puzzle helped them remember significant aspects of the literary piece used, with the highest mean of 3.51, as well as expand and recognize their vocabulary, with calculated means ranging from 3.51 to 3.58. The findings affirm that gamified learning materials, such as advanced word search puzzles, are effective in supporting reading comprehension and promoting vocabulary development among learners.
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References
Amalia, R., Latief, H., & Natsir, R. Y. (2023). Teachers’ Challenges in Implementing Vocabulary Games in English Class for the Tenth Grade of. Journal of Language Testing and Assessment, 3(1), 51–57. https://doi.org/10.56983/jlta.v3i1.312
Azim, M. U., Hussain, Z., Bhatti, A. M., & Iqbal, M. (2020). Recycling of vocabulary in English Language Teaching: From theory to practice. Epistemology, 7(1), 88-102.
Chen, Y., & Hsu, C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers & Education, 154, 103910. https://doi.org/10.1016/j.compedu.2020.103910
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