Words With Friends: Gamifikasi untuk Meningkatkan Penguasaan Kosakata Bahasa Inggris Siswa SMP Alam Mahira
DOI:
https://doi.org/10.52060/jppm.v7i2.4682Abstract
Penguasaan kosakata (vocabulary) merupakan fondasi utama dalam pembelajaran bahasa Inggris. Namun, siswa di SMP Alam Mahira Kota Bengkulu menghadapi kendala rendahnya penguasaan kosakata akibat metode pembelajaran konvensional yang monoton serta belum optimalnya pemanfaatan smartphone sebagai media belajar. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk mengoptimalkan pemanfaatan aplikasi permainan menyusun kata berbasis gamifikasi Words With Friends (didukung oleh Duolingo dan Quizlet) untuk meningkatkan penguasaan kosakata dan motivasi belajar siswa. Metode pelaksanaan menggunakan pendekatan Participatory Action Learning yang meliputi tahap persiapan (need assessment), workshop dan sosialisasi, pendampingan blended mentoring selama 3 minggu, serta evaluasi. Evaluasi keberhasilan dilakukan melalui desain one-group pretest-posttest dan penyebaran kuesioner kepuasan skala Likert kepada siswa. Hasil evaluasi menunjukkan adanya peningkatan nilai rata-rata penguasaan kosakata sebesar 20 poin (34,48%), yaitu dari 58 pada saat pre-test menjadi 78 pada post-test. Selain itu, kuesioner kepuasan siswa memperoleh skor rata-rata respons positif sebesar 92,8% (kategori Sangat Tinggi), dengan indikator ketertarikan aplikasi mencapai 95%. Implementasi media pembelajaran digital berbasis gamifikasi terbukti efektif meningkatkan penguasaan kosakata, motivasi belajar, serta literasi digital siswa dan guru secara berkelanjutan.
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Keywords:
Words With Friends, Kosakata, Gamifikasi, Mobile Learning, Siswa SMP
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2026-10-07
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