Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 51 -
Artikel Penelitian
Naskah dikirim: 23/03/2024 Selesai revisi: 20/04/2024 Disetujui: 29/06/2024 Diterbitkan: 10/08/2024
The effect of blooket game towards students’ vocabulary mastery at the
seventh-grade students of SMP-IT Mathla’ul Anwar Malingping
in Academic Year 2023/2024
Ikah Barokah
1
, Rizdki Elang Gumelar
2
, Tatu Munawaroh
3
1,
2,
3
English Education Department, University of Mathla’ul Anwar, Pandeglang, Banten, Indonesia
e-mail: ikahbarokah656@gmail.com
e-mail: rizkyelang855@gmail.com
e-mail: tatu.munawaroh@unmabanten.ac.id
Abstract: The research aims to know whether the use of Blooket Game significant effect towards
students’ vocabulary mastery at the seventh-grade of SMP-IT Mathla’ul Anwar Malingping or not. The
research paper used the quantitative research design with the characteristics of experimental method that
is design into two classes. They are experimental and control class. The population of this research is
class VII of SMP-IT Mathla’ul Anwar Malingping, they consist of 84 students. The sample of this
research is VII-A as a control class consists of 28 students and VII-B as an experimental class consists of
28 students. The total of sample is 56 students. The instrument is a test and data of this research are
collected by giving pre-test and post-test. The data is analysed using statistical SPSS 22 program
including mean, standard deviation, and t-test. It could be seen from the result of the post-test of
experimental and control class. Based on the result of data analysis and interpretation of the research, it is
clear there is a significant effect of Blooket Game towards students’ vocabulary mastery at the seventh-
grade students of SMP-IT Mathla’ul Anwar Malingping. It can be seen, the minimum score of pre-tests is
32, maximum is 72, mean 53.86, and standard deviation 11.339. while the minimum score of post-tests of
experimental class is 68, maximum 96, mean 81.71 and standard deviation 8.105. furthermore, the
minimum score of pre-tests of control class is 32, maximum 72, mean 52.71 and standard deviation
11.317. while the minimum score of post-tests of control class is 60, maximum 88, mean 72.57 and
standard deviation 6.974. the result of t-test obtained sig.value 0.000
𝛼
=0.05. Ha is accepted and Ho is
rejected. It can be concluded that there is a significant effect of Blooket Game towards students’
vocabulary mastery.
Keywords: Blooket Game, Vocabulary Mastery, Teaching Vocabulary
Hak Cipta©2024 Ikah Barokah, Rizdki Elang Gumelar, Tatu Munawaroh
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 CC BY-SA International License.
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 52 -
1. Introduction
English is not a new language, because most developed and developing countries use it as a tool of
communication both as a foreign language and as a second language. English is an international language; it
can connect communication between various countries in the world. English is used in all fields such as
education, economics, culture, and politics. Learning English need to be developed, especially in the field
of education. However, learning English as a foreign language is still become burden for most students in
Indonesia. Most of the students think that English is the most difficult, the perception that English is difficult
because students to be reluctant to improve their English skill. According to Panggabean (2015, p. 35)
stated that in formal schools, many learners think that English is the most difficult subject, even more
difficult than mathematics, physics, economics, etc. there are four skills in English to be mastered namely
speaking, listening, reading and writing. Furthermore, the language components of English consist of
vocabulary, grammar, pronunciation and spelling. Vocabulary is one of the most importat component of
English, students have a lot of vocabulary to support four English skills. According to (Bardel et al., 2013,
p. 71) stated that in general, learners who know more terms are likely to be knowledgeable about them and
to be proficient in whatever skill they are learning. Without mastering vocabulary, the students are
impossible to master for skills and they will have difficulties communicating ideas in spoken or written.
However, one of the main issues faced by Indonesian students recently is less of vocabulary knowledge
that affects their English proficiency. According to ivone (Sudarman & Chinokul, S., 2018, p. 2) stated that
the lack of vocabulary could be one factors that contribute to the low level of proficiency gained of
Indonesian students. Then Kweldju (Sudarman & Chinokul, S., 2018, p. 2) argues that the Indonesian’s
single source of problem in learning English is vocabulary, and suggest that the solution lies in the good
handling of vocabulary.
Based on the observation conducted by the researcher and the teacher of SMP-IT Mathla’ul Anwar
Malingping, the researcher found that the students are eel difficult in memorizing vocabulary. The students
are limited vocabulary, the students have less motivation to learn English, and the teaching technique is
monotonous. The researcher think that the teacher needs to find better strategy to make learning vocabulary
more enjoyable, interesting and fun. There are, many effective learning media, one of them is Blooket
Game. Blooket is a learning platform that built in gamified way. Blooket is an innovative and exciting
educational learning platform design to make learning more fun, and enjoyable for students. According to
(Sartika et al., 2023) stated that Blooket as a free website that provides educational games for study exercise,
the game are arranged according theme, grade level and subject. The flatform was created by Tom and Ben
Stewart with the primary objective of making classroom content fun, engaging for learners, by providing an
alternative way of learning. Blooket seeks to create memorable experiences with classroom content that will
leave a lasting impression of students, this combines quiz- style question. Blooket as a web-based, so it can
be accessed from nearly any devices, ideal for students in the class or at home. The teacher can lead the
quiz or it can be left for individuals to access as they need. A selection of game mode is available with
different looking games to play in the quiz part of learning, this game can be played solo or team. So, the
teacher can select a group and have them compete against other the class. Therefore, Blooket is a simple to
sign up too, allowing teacher to get free account right a way with just their email address, game can be
created immediately from pre-built questions or using totally custom built. Either way, the teacher can
assign a game-code to the students, so they can enjoy, fun, and easily as they want.
Vocabulary is an important part in learning English that should be mastered by students to
communicate well. Takac (Syafrizal et al., 2021, p. 785) defines that ‘vocabulary as a set of words’.
Moreover, Vossoughi (in Khodijah & Alamsyah, 2020, p. 176) stated that ‘Vocabulary is the tool we use to
think, express ideas and feelings, and learn about the word’. According to Fromkin et al., (2003, p. 73)
“there are two kinds of vocabulary, those are content words and function words”.
A. Content words
The words used to express or describe things like actions, things, attributes, and ideas are called
content words. It has a noun, a verb, an adjective and an adverb.
1) Noun
Noun is related of something like place, plant, people and others. For example: lecturer, fan, shoes,
guitar.
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 53 -
2) Verb
Verb is can used to show the measure and condition of a thing. For example: eat, read, take.
3) Adjective
Adjectives is a word that describes a noun that has a grammatical property of comparison. For
example: beautiful woman, good luck, short movies.
4) Adverb
Adverb is related to how process, tome and where the thing happens. For example: yesterday,
tomorrow, school.
B. Function words
Function words are words that do not have clear concepts or meanings related to the word and it is
only used in terms of grammatical function. It consists of preposition, article and pronoun.
1) Preposition
Preposition refers to the words that help locate items and actions in time and space. For example: at,
on, besides.
2) Article
Article is a type of adjective that describe specific or unspecific nouns and noun equivalents. For
example: the, a, an.
3) Pronoun
Pronoun refer to noun that have already been mentioned. For example: she, they, I.
2. Research Method
This research used quantitative approach with experimental design using quasi-experimental method.
This method used to compare between two classes. They are experimental class and control class. the
researcher implemented Blooket Game in the experimental class and Quizizz Game in the control class. In
the first meeting of the research, the researcher gave pre-test to both classes to determine the extent of
students’ vocabulary mastery. Then gave treatments for five meetings, and in the last meeting the
researcher gave post-test to find out the final results after given Blooket game.
This research was conducted in SMP-IT Mathla’ul Anwar Malingping, which is located on Jl.
Bendungan NK KM 01 Malingping, Lebak, Banten. The researcher carried out this research to the seventh-
grade students of SMP-IT Mathlaul Anwar Malingping in Academic Year 2023/2024. It was started on 13
May 2024 3 May 2024. The researcher chooses this place because when the researcher did the
observation, she founds that the student’s vocabulary is relatively low. The population of this research are
84 students of the seventh-grade students of SMP-IT Mathla’ul Anwar Malingping there are VII- A
consists of 28 students, VII- B consists of 28 students, and VII-C consists of 28 students. In this research,
the researcher took VII-A as a control class consists of 28 students and VII-B as an experimental class
consists of 28 students of SMP-IT Mathla’ul Anwar Malingping as the sample. The research design
presented as follow:
Tabel 1. The Research Sequence
Group
Pre-test
Treatment
Post-test
Experimental
01
X1
02
Control
03
X2
04
Note:
01: Pre-test of Experimental group
02: Post-test of Experimental group
03: Pre-test of Control group
04: Post-test of Control group
X1: Treatment of Experimental group
X2: Treatment of Control group
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 54 -
Based on the design above, it shown that there are two variables in this research. They are
independent variable and dependent variable. The independent variable is Blooket Game (X), while the
dependent variable is vocabulary mastery (Y). The researcher used a test to collect the data. Test is a set of
questions exercises or other means used to measure the skill, knowledge, intelligence, ability, or talent of an
individual or group of people. There are two instruments of test: pre-test and post-test. Pre-test was used to
collect the data about students’ vocabulary mastery before treatment for experimental and control class.
Then post-test was used to collect the data about students’ vocabulary mastery after treatments for
experimental class and control class, it is aimed to know the effect after giving Blooket Game treatments.
In this research, the researcher used a test to collect the data, and gave a test in multiple choices. To analyse
the data, the researcher used SPSS 22 Program in statistical calculations to test the normality, homogeneity
of the data, and hypotheses test. For the hypotheses test in this research, the researcher used analysis of t-
test.
3. Result and discussion
In processing the data, firstly the researcher collects the data of students’ vocabulary mastery through
pre- test and post-test. The students divided into two groups: VII-A as a control class and VII- B as an
experimental class. The result of pre-test and post-test each class can be shown in following table:
Table 2. Description of Data Statistics
N
Maximum
Mean
Std.Deviation
Pre-test Experiment
28
72
53.86
11.339
Post-test Experiment
28
96
81.71
8.105
Pre-test Control
28
72
52.71
11.317
Post-test Control
28
88
72.57
6.947
Valid N (listwise)
28
Based on the result of pre-test at the experimental class, the lowest score is 32 and the highest score is
72, the total score is 1508, and the mean score is 53.86. Meanwhile, the result of pre-test in the control
class, the lowest score is 32, the highest score is 72, the total score is 1476, and the mean score is 52.71.
Furthermore, the result of Post-test at the experimental class, the lowest score is 68, the highest score is 96,
the total score is 2288, and the mean score is 81.71. meanwhile, the result of post-test at the control class,
the lowest score is 60 and the highest score is 88, the total score is 2032, and the mean score is 72.57. To
analyse the data, the researcher used SPSS 22 Program in statistical calculations to test the normality,
homogeneity of the data, and hypotheses test. For the hypotheses test in this research, the researcher used
analysis of t-test.
Normality Test
The normality test is used to determine whether the distribution of the data is normally distributed or
not. The researcher analyses the normality test in Kolmogorov Smirnov with SPSS 22 program by
comparing the sig. value with α = 0.05. the criteria of normality of the distribution as follow:
If sig.value α 0.05 = it indicates the distribution of the data is normally distributed
If sig.value α 0.05 = it indicates that the distribution of the data is not normally distributed
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 55 -
Table 3. Test of Normality
Class
Kolmogorov-Smirnov
Shapiro-Wilk
Statistic
Df
Sig.
statistic
Df
Sig.
The Result
Students
Pre-test of Experiment
.100
28
.200*
.964
28
.422
Post-test of Experiment
.152
28
.094
.939
28
.102
Pre-test of Control
.150
28
.108
.951
28
.214
Post-test of Control
.153
28
.090
.954
28
.150
Based on the data above, it can be seen that sig.value (0.200, 0.094, 0.108, and 0,090) are higher
than α = 0.05. it means that all of the data is normally distributed.
Homogeneity Test
Homogeneity is used to see the quality of variance. Larson (in Rohim 2022, p. 196)) stated that
variance is a number that measure the average square distance from the mean to any point. So, it measures
dispersion around the mean and standard deviation is just square root of this number. According to the
Larson, homogeneity can be calculating the mean of two past-tests. The criteria are as follow:
If sig.value α = 0.05: it indicates the variance of the data is homogeneous
If sig.value ≤α = 0.05: it indicates the variance of the data is not homogeneous
Table 4. Both classes Pre-Test of Homogeneity Test
Lavene Statistic
df1
df2
Sig.
.021
1
54
.885
Based on the data above, it showed that the result of pre-test of both classes with sig.value 0.885 α =
0.05. it can be concluded that variant of both pre-tests is homogeneous. It means that the data is from equal
population.
Table 5. Both classes Post-Test of Homogeneity Test
Lavene Statistic
df1
df2
Sig.
1.578
1
54
.214
Based on the table above, it showed that the result of post-test of both classes with sig.value 0.214 >
α = 0.05. it can be concluded that variant of post-test both classes is homogeneous and the result of
homogeneity test is accepted. It means that the data from equal population.
Hypotheses Test
Based on the Arikunto (in Nadia et al., 2022, p. 170) stated that the hypotheses is a temporary answer to the
research problem until it is proven through the data collected.
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 56 -
Table 6. Paired Sample Test
Based on the data above, so it could be concluded that:
Is there any effect of Blooket Game towards students’ vocabulary mastery at the seventh-grade
students of SMP-IT Mathlaa’ul Anwar Malingping in Academic Year 2023/2024?
The statistical hypotheses as follow:
Ha: there is a significant effect of Blooket Game towards students’ vocabulary mastery at the seventh-grade
students of SMP-IT Mathla’ul Anwar Malingping in Academic Year 2023/2024
Ho: there is no significant effect of Blooket Game towards students’ vocabulary mastery at the seventh-
grade students of SMP-IT Mathla’ul Anwar Malingping in Academic Year 2023/2024
The criteria are as follow:
If sig.value α = 0.05 (Ho is accepted and Ha is rejected) If
sig.value α = 0.05 (Ha is accepted and Ho is rejected)
Based on the data above, it can be concluded that sig.value is 0.000 ≤ α = 0.05. so Ha is accepted
and Ho is rejected. It means, there is a significant effect of Blooket Game towards students’ vocabulary
mastery.
4. Conclusion and Suggestion
Based on the research’s interpretation and analysis of the data, it is clear that there is a significant
effect of Blooket Game towards students’ vocabulary mastery at the seventh-grade students of SMP-IT
Mathla’ul Anwar Malingping in Academic Year 2023/2024. It could be seen that t-count = - 22.12 and
significant value (p-value) = 0.000 < α = 0.05. so, Ha is accepted and Ho is rejected. This indicate that
teaching vocabulary by using Blooket Game is significantly improves students’ vocabulary mastery at the
seventh-grade students of SMP-IT Mathla’ul Anwar Malingping Lebak-Banten in Academic Year
2023/2024. As a result, the null hypotheses (Ho) is rejected; while the alternative hypotheses (Ha) is
accepted. However, Blooket Game is one of interesting way in teaching and learning vocabulary because it
could motivate the students in learning English.
This research showed that the implementation of Blooket Game could improve students’ vocabulary
mastery. There were following suggestion offered.
For the teacher
The teachers have to consider the students’ needs and interests for the teaching and learning. the teacher
who uses Blooket Game hopes to prepare this game first, so that learning activities is easier for students to
understand and becomes interests. The teachers should create interesting way in teaching learning and
motivate the students to be active.
Paired Differences
t
Df
Sig (2-
tailed)
Mean
Std
Deviation
Std Error
Mean
95% Confidence
Interval of the
Difference
Lower
upper
Pair 1
Pre-test Experimental
Post-test Experimental
-27.857
6.665
1.26
-30.44
-25.273
-22.12
27
.000
Pair 2
Pre-test Control
-20
7.221
1.365
-17.2
-17.2
-14.66
27
.000
Post-test Control
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 57 -
For the students
The researcher hopes, the students to be more active in learning, especially in learning English vocabulary.
A further effort needs to be made by the students to encourage themselves in mastering vocabulary without
worries in making mistakes and the students have to prepare first the material that will be delivered by the
teacher.
For the next researcher
The next researcher should examine Blooket Game as a teaching media, the researcher hopes to prepare
this game first. The next researcher should examine new ways of Blooket Game in studying other language
components such as reading, writing, grammar, etc.
5. References
Adarsh. (2023). Develop Learning with Blooket Play-Tips, Usage, Benefits, Join Codes. [Online].
Available: https://www.businesswirenow.com/blooket-play/ [June 30 - 2024]
Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught.
International Journal of Teaching and Education, III (3), 2134.
https://doi.org/10.20472/TE.2015.3.3.002
Asyiah, D. (2017). The Vocabulary Teaching and Vocabulary Learning: Perception, Strategies, and
Influences on Students' Vocabulary Mastery. Jurnal Bahasa Lingua Scientia, 9.
https://doi.org/10.21274/ls.2017.9.2.293-318
Bardel, C., Lindqvist, C., & Laufer, B. (2013). L2 vocabulary acquisition, knowledge and use. Lulu.com.
Brown, H. D. (2001). Teaching by Principles: An Interactive Approach to Language Pedagogy.
Longman. Fromkin, V., Rodman, R., & Hyams, N. M. (2003). An Introduction to Language.
Husni, R. (2018). A Correlative Study of Students’ Motivation, Vocabulary Mastery and Reading
Comprehension. 2(12).
Kabir, S. M. S. (2016). Methods of Data Collection. In Basic Guidelines for Research: An Introductory
Approach for All Disciplines (Chap. 9, pp. 201-275). Bangladesh: Book Zone Publication.
Khodijah, S., & Alamsyah, N. (2020). Improvement Analysis of Learning Vocabulary Assisted with Flash
Cards. PROJECT (Professional Journal of English Education), 3, 175.
https://doi.org/10.22460/project.v3i2.p175-179
Manda, S., Talib, A., & Aeni, N. (2022). Improving Students’ Vocabulary by Using Show and Tell (S&T)
Method at the First Grade Students of SMA Negeri 6 Toraja Utara. 1(4).
McHugh ML. Interrater reliability: the kappa statistic. Biochem Med (Zagreb). 2012;22(3):276-82. PMID:
23092060; PMCID: PMC3900052.
Mohajan, H. K. (2020). Quantitative Research: A Successful Investigation in Natural and Social Sciences.
Journal of Economic Development, Environment and People, 9(4).
https://doi.org/10.26458/jedep.v9i4.679
Nadia, A., Rohimajaya, N. A., & Gumelar, R. E. (2022). The Effect of Bingo Game Toward Students
Vocabulary Mastery at The Seventh Grade Students of Madrasah Tsanawiyah (MTs) Daar El- Kutub
Bayah Lebak Banten in Academic Year 2021/2022.
Panggabean, H. (2015). Problematic Approach to English Learning and Teaching: A Case in Indonesia.
English Language Teaching, 8(3), p35. https://doi.org/10.5539/elt.v8n3p35
Patel, A. D. (2011). Why would musical training benefit the neural encoding of speech? The OPERA
hypothesis. Frontiers in psychology, 2, 142.
Journal of Contemporary Issues in Primary Education (JCIPE)
Vol. 2, No. 1, June 2024, page: 51-58
E-ISSN: 3026-4014
- 58 -
Purwanti, T., Sudirman, A., & Rohimajaya, N. A. (2023). The effect of Hangman Game Towards Students’
Vocabulary Mastery at the Eighth Grade of SMP Berdikari Cijaku, Lebak-Banten. 1(1).
Rohim, R. F. (2022). The Effect of Memrise Application Towards Students’ Vocabulary Mastery. Journal
of English Language Learning, 6(2), 194198. https://doi.org/10.31949/jell.v6i2.3656
Stewart B (2024). How to Create a Blooket Question Set. [Online]. Available:
https://help.blooket.com/hc/en-us/articles/16289513807383-How-to-Create-a-Blooket-Question- Set.
[June 29
th
2024]
Sudarman, & Chinokul, S. (2018). The English Vocabulary size and Level of English Department Student
at Kutai Karta Negara University. ETERNAL (English, Teaching, Learning and Research Journal),
4(1), 115. https://doi.org/10.24252/Eternal.V41.2018.A1
Sugiyono, P. (2011). Metodologi penelitian kuantitatif kualitatif dan R&D. Alpabeta, Bandung.
Syafrizal, S., Muhajir, M., Pahamzah, J., & Furqon, F. (2021). The effects of using whiteboard animation
toward Indonesian students’ vocabulary and grammar mastery. Journal of Language and Linguistic
Studies, 17(2), 783793. https://doi.org/10.52462/jlls.55
Thu, T. T. M., & Dan, T. C. (2023). European Journal of Applied Linguistics Studies, 6(1).
https://doi.org/10.46827/ejals.v6i1.321