THE IMPACT OF THE HANGMANGAME ON 5TH GRADE STUDENTS' VOCABULARY IN JENIN DIRECTORATE SCHOOLS

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Date
2024-10-21
Authors
Hadeel Asem Jarrar
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An najah Najah University
Abstract
This study aims to examine the impact of the Hangman Game on fifth grade students vocabulary in comparison to ordinary methods that used in classes like Arabic language translation and rote memorization. The sample was 58 students in fifth grade and the design of the study was a mixed-method approach in a quasi-experimental design. In regard to the quantitative data the researcher used pre-test and posttest to measure students' vocabulary learning. Additionally, in regard to qualitative data the classroom observation sheet were used to measure the engagement during the game, which offer wider insights into the context of the intervention. The students were divided into two groups. The experimental group consisted of 29 students who were taught by The Hangman game and the control group consisted of 29 students who were taught by traditional methods. According to the data analysis for the pre-test and posttest, compared to the control group the experimental group demonstrated improvement in vocabulary learning. Whereby the mean score of the experimental group went up from 13.55 in the pre-test to 16.76 in the posttest. While in the control one rose from 14.03 to 14.31. The data collected from the responses of the researcher, a teacher, and a head teacher to the observation sheets which complete by showed that the game created an active and engaging learning environment that promoted students' involvement and engagement. The study found that the Hangman Game effectively impacts fifth grade students' vocabulary and their engagement. According to the results of this study, the researcher suggests using GBL methods, with a specific emphasis on the Hangman Game, as an efficient game for teaching vocabulary. An additional set of recommendations was provided to the other researchers, EFL teachers, curriculum designers, and the Ministry of Education.
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