Improving Vocational High School Students' Listening Skills Through Wordwall Based Digital Game Based Learning

Authors

  • M. Adrian Amien Anshari Universitas Nahdlatul Ulama Surabaya
  • Edi Pujo Basuki Universitas Nahdlatul Ulama Surabaya
  • Mujad Didien Afandi Universitas Nahdlatul Ulama Surabaya
  • Savira Zaniar Universitas Nahdlatul Ulama Surabaya

DOI:

https://doi.org/10.55583/jkip.v7i6.2617

Keywords:

wordwall, Digital Games Based Learning, Listening Skill, EFL student

Abstract

This study aimed to investigate the effect of Wordwall-Based Digital Game-Based Learning on students’ listening skills and determine the extent of improvement after the treatment. The study employed a quantitative approach using a quasi-experimental one-group pre-test and post-test design. The participants consisted of 29 tenth-grade students at a vocational high school in Surabaya. Data were collected through listening tests administered before and after the implementation of Wordwall-based learning activities. The instrument was validated by experts and demonstrated high reliability with a Cronbach’s Alpha coefficient of 0.873. The findings revealed that students’ listening achievement improved significantly after the treatment. The average pre-test score was 57.41, while the post-test average increased to 77.07. The Wilcoxon Signed Rank Test showed a significance value of 0.001 (p < 0.05), indicating a statistically significant difference between pre-test and post-test scores. Furthermore, the N-Gain score of 0.4816 was categorized as moderate improvement. These results indicate that Wordwall-Based Digital Game-Based Learning effectively improves students’ listening skills and enhances engagement during listening instruction.

References

Aliakbari, M., & Maadikhah, M. M. (2024). Effectiveness of Kahoot! Games and AI Chatbots in Vocabulary Teaching: Comparing Two Classroom Procedures. https://doi.org/10.13140/RG.2.2.29968.62725

Almalki, M. A. (2022). Digital learning technologies and student engagement in language learning. Journal of Educational Technology and Language Learning, 15(2), 45–58.

Cahyadi, P., Wardhana, D. I. A., Ansori, W. I., & Farah, R. R. (2022). Enhancing students’ English speaking ability through VRChat game as learning media. Journal of Research on Language Education, 3(2), 54–62. https://doi.org/10.33365/jorle.v3i2.2135

Creswell, J. W., & Creswell, J. D. (2023). Research design: Qualitative, quantitative, and mixed methods approaches (6th ed.). Sage Publications.

Dewi, N. P., & Sari, D. M. (2024). The implementation of Wordwall application in English learning: Students’ perceptions and learning outcomes. Journal of English Language Teaching Studies, 8(1), 25–37.

Febriani, R., Bunau, E., Surmiyati, Yuliana, Y., & Salam, U. (2023). Improving students’ English vocabulary using Duolingo application. Journal of Scientific Research, Education, and Technology, 2(4), 1789–1799. https://doi.org/10.58526/jsret.v2i4.297

Fitriyah, A., & Hasanah, U. (2023). Students’ engagement in technology-assisted English learning: A case study of digital platforms. Journal of Language and Education, 9(2), 101–112.

Govindasamy, P., Yunus, M. M., & Hashim, H. (2019). Mobile assisted vocabulary learning: Examining the effects on students’ vocabulary enhancement. Universal Journal of Educational Research, 7(12A), 85–92. https://doi.org/10.13189/ujer.2019.071911

Lee, J., & Hammer, J. (2022). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1–5.

Li, H., & Gan, Z. (2022). Reading motivation, self-regulated reading strategies and English vocabulary knowledge: Which most predicted students’ English reading comprehension? Frontiers in Psychology, 13, 1041870. https://doi.org/10.3389/fpsyg.2022.1041870

Nation, I. S. P., & Newton, J. (2022). Teaching ESL/EFL listening and speaking (2nd ed.). Routledge.

Prensky, M. (2021). Digital game-based learning. McGraw-Hill Education.

Rahmawati, D., & Putri, S. A. (2024). The effectiveness of Wordwall in improving students’ English achievement. International Journal of Language Education, 8(3), 220–231.

Richards, J. C. (2021). Teaching listening and speaking: From theory to practice. Cambridge University Press.

Sailer, M., & Homner, L. (2021). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112.

Sari, N., & Wulandari, R. (2023). Game-based learning and students’ motivation in English classrooms. Journal of Educational Research and Innovation, 5(1), 44–56.

Sugiyono. (2022). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Vnucko, G., & Klimova, B. (2023). Exploring the potential of digital game-based vocabulary learning: A systematic review. Systems, 11(2), 57. https://doi.org/10.3390/systems11020057

Wahyuni, E., & Pratama, A. (2024). Wordwall as an interactive learning medium in EFL classrooms. Journal of Language Teaching and Learning, 12(1), 67–79.

Yunus, M. M., & Suliman, A. (2023). The role of digital educational games in English language learning. International Journal of Academic Research in Education, 9(4), 130–142.

Zhang, Y., & Reynolds, B. L. (2023). Digital game-based learning and language acquisition: A review of recent evidence. Frontiers in Education, 8, 115–128.

Downloads

Published

2026-07-17

How to Cite

Anshari, M. A. A., Basuki, E. P., Afandi, M. D., & Zaniar, S. (2026). Improving Vocational High School Students’ Listening Skills Through Wordwall Based Digital Game Based Learning. Jurnal Kajian Ilmu Pendidikan (JKIP), 7(6), 3427-3434. https://doi.org/10.55583/jkip.v7i6.2617