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JETAL: JOURNAL OF ENGLISH TEACHING & APPLIED LINGUISTICS

Volume: 3 Number: 1 Page: 30-38

The Effect of Minecraft Video Game on Students’ English


Vocabulary Mastery
Imam Sudarmaji1, Danu Yusuf2
Universitas Islam Syekh Yusuf Tangerang1,2
Email: isudarmaji@unis.ac.id 1, 1705020049@students.unis.ac.id 2

ABSTRACT
Vocabulary mastery is important to acquire a language. Learning vocabulary has several barriers
that slow down the progress. Minecraft application is used as a new method of learning English vocabulary.
The goal of this research was to investigate whether there is a significance positive effect after used
Minecraft application on students’ vocabulary mastery for 5th grade elementary students. A quasi-
experimental method was used in this research with 63 students of SDN Poris Plawad 1 Tangerang, which
separated into an experimental group (n=31) and a control group (n=32). The results revealed that
Minecraft has better score result than the conventional method. Besides, the students’ behavior also
resulted to be better than the conventional method. The survey also revealed that the students agreed that
Minecraft was making the learning easier, less boring, less stressful and happier. However, the results
could not be generalized due to the small sample taken in this research.

Keywords: English learning, improvement, minecraft, quasi-experiment, vocabulary mastery

Introduction one can be able to produce language either


Language is an important aspect in human spoken or written. Sufficient vocabulary is
civilization. It acts as the foundation for all needed since the vocabulary is the main aspect
learning and core content for children to know of the language, like bricks, which we can build
(Pandey, 2013) It is one of the human products either houses, offices, or anything else.
that plays the role of the messages carrier from Therefore, we can conclude that without
the sender to the receiver. Those messages sufficient vocabulary, we cannot learn other
contain meanings that can be understood. The parts of the language such as grammar.
language that one wishes to learn after his Educators and parents believe that the
mother language is termed second language Language in Europe especially English are more
(L2). In order to understand a language that prestigious which could take the learners
human produce which can be either L1 or L2, educationally further (Pandey, 2013). English
one surely must have a sufficient vocabulary language has a great size of vocabulary.
(Bajohb Jafarian & Shoari, 2017; Alavi & According to Brysbaert et al. (2016) the average
Pourhosen, 2019). Vocabulary is one of the most native speakers of English American
essential in language learning. Many researchers approximately know 42.000 lemmas and 4.200
agreed that vocabulary acts as a core, central to non-transparent multiword expression whose
the language and one of the most important age 20 years old in average. This number is
aspect of language (e.g. Nikoopour & Kazemi, extremely shocking to the Indonesian students
2014; Salehi, 2017; Alqahtani, 2015) who wish to learn English vocabulary, making
It is emphasized that vocabulary acts as the process of the vocabulary learning
the vital organ and the flesh of the language. It is frustrating. Besides, learning English vocabulary
also stated that learning grammar is less is considered as the difficult part of English
important than the vocabulary (Aslanabadi & learning by the English Learners (Derakhshan &
Rasouli, 2013) By having sufficient vocabulary, Davoodi Khatir, 2015). Based on the statements

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above, what makes the learning vocabulary players must struggle to survive by gathering
difficult is the process of the learning which raw resources such as cutting trees, farming,
time-consuming. herding, and mining, crafting the resources into
In this era which the digital worlds and something useful as well as completing several
computers become the part of our life with no tasks.
exception (Aghlara & Tamjid, 2011), the The players can also create anything they
teachers in this case, should be able to find want from the “blocks”. In the video game, the
suitable method then apply it for vocabulary players may interact with “villagers” if they find
learning especially for Indonesian students who any villages. In survival mode, the players can
are considered as EFL learners. Using unsuitable be attacked, slain by the enemy that is called
method (e.g. traditional method) can lead to the “hostile mobs”. Contradicts to the survival
students’ negative perception about learning mode, the creative mode allows players to play
vocabulary (e.g. students found it too difficult freely without any harm of the mobs or
and make them bored easily). It does not make environmental hazards. The world in Minecraft
the memorization lasts long as well (Wahyuni et is made realistically as it has several
al., 2018). geographical features such as different biomes,
By using suitable methods, it does not caves, mines, dungeons, etc. It has also several
mean the vocabulary learning become easier. kinds of weather features such as rain, thunder,
Instead, the students feel more comfortable, less day-night cycle, and snow.
boring and less stressed. Students also do not Minecraft is highly popular around the
realize that they are actually studying while world. According to Warren (2020) Minecraft is
using the video games for improving their the most played video game with 126 millions of
vocabulary mastery. One of the methods of players monthly as its copies has been sold for
increasing vocabulary mastery is using video more than 200 million. Since it is released, the
games. By using the multimedia such as video Minecraft has won 7 awards from various
games, students’ performance in learning gaming forum. (Minecraft Fandom, 2020). The
language is significantly increased (Salehi, writer chose this video game because it has
2017), make the players pick up the necessary extremely high content of vocabulary from
vocabulary as they perceive certain tasks to be different topics and its popularity. Recent study
completed (Begg et al., 2005). The students of Davis et al. (2018) investigated the students’
could concentrate well on the vocabulary practices in using Minecraft. Ten middle school
acquisition in the contextual usage (Salehi, students aged 11-13 participated in this research.
2017) which speed up the learning process of The result showed that using Minecraft highly
vocabulary mastery (Pérez et al., 2018). Besides, promoted collaboration and communication
video games make the environment friendly among the students. The students also
competitive, collaborative (Sorayaie-Azar, participated more actively, more engaging and
2012), motivating (Ebrahimzadeh & Alavi, happy.
2017), interesting and effective as well. One of It is supported by Šajben et al. (2021)
the researchers (Nikoopour & Kazemi, 2014) investigated the outcomes of Minecraft as an
stated that students can freely use video games educational tool. The participant was 20 of 10-
to improve their vocabulary mastery outside of 14 years old. The result showed that students
the classroom. become more focused to the study. The material
This paper used Minecraft as a medium given by using the Minecraft proven to be more
for improving English vocabulary for effective and helpful. The interview resulted that
elementary school students. Minecraft is a the students agreed the Minecraft was very good,
sandbox video game which is developed by better than the teacher him-self and could
Mojang and was launched to public in May promote the active involvement.
2009. This video game can be played either in Method
PC or mobile phones (Minecraft: Pocket This paper employed a quantitative
Edition). Minecraft lets the players explore a method of research. To be able to solve the
blocky world in which they can survive in either problem in this paper, the writer used a quasi-
single-player or multiplayer mode. The players experiment with pre-posttest control group
may be able to explore the infinity terrain. The approach. The pre-posttest control group
Minecraft has two main game-mode namely: approach is a method that can compare the result
survival & creative. In survival mode, the between the pre-test and the post-test. The

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purpose of this research is to reveal the effect of done in order to reveal the difference of students’
students’ English vocabulary mastery by using a behavior for each group.
video game. The treatment for this research was After the treatment conducted, the post-
using the video game: Minecraft. . test and a survey then employed. The survey was
There were 63 students of 5th grade elementary done in experimental group which was asking
school participated in the research. The students about the students’ experiences after using
were separated into two classes namely 5A Minecraft. Then, the result of pre-test, post-test,
(n=31) and 5B (n=32) which were experimental observation and survey collected. The writer also
group and control group respectively. The writer inputted the data to Microsoft Excel 2013 for
conducted the pre-test to both group in order to further analyzing by using SPSS version 255
ensure that both group has no significance program. The data was used to find out the
difference. learning outcomes in playing Minecraft. The
The test consisted of 20 questions, which last step was analyzing and calculating the data
separated into 4 parts. Each part measures one of statistically in order to reveal the significance.
the four of vocabulary mastery indicators such as Finding and Discussion
meaning, writing, usage and pronunciation. Students’ Mastery of English Vocabulary
Each indicator has 5 questions. All of the This analysis is to answer to the question
questions were in form of written, while the “to what extent the students have been able to
pronunciation was in form of spoken. A test of master their English vocabulary prior to this
questions validation conducted before the pre- study begin?” based on the viewpoint of
test in order to obtain valid questions of pre- statistical analysis, theoretical perspective and
posttest. After a test validation, there were two relevant previous researches. In order to find it
main tests namely: the pre-test and the post-test. out, the writer pre-tested both experimental and
The pre-test was employed in order to discover control group. The test resulted mean score 41 &
the initial knowledge of the vocabulary. In order 40 for experimental and control group
to get valid results, the mean score of both group respectively. It indicated that the students’
should not significantly different. vocabulary mastery in SDN Poris Plawad 1
The next step was the writer gave the grade 5 was low prior to this research conducted.
survey to the students. This survey employed According to the score range category
online with Google Form. The survey was mentioned before, it was found that the mean
employed in order to know the students’ pre-score of both groups were categorized as
characteristics such as students’ identity and insufficient, which ranged 40-55. The result also
parents’ socioeconomic status. The writer then showed that there were no students passed the
prepared the instruments of the research. Before Minimum Criteria of Mastery (KKM) in the pre-
the pre-test conducted, a validation of the test test. This revealed that, the method that used by
was employed. After that, the writer then the teacher was not effective enough to make the
conducted the pre-test to both group in order to students master their vocabulary. The level of
ensure that both group has no significance mastery of the students in both groups prior to
difference. the treatment were relatively homogeneous. This
After pre-test is conducted, the writer then means that the higher post scores achieved by
taught both experimental group and control students in the experimental group is
group. The writer made the RPP (teaching plan) attributable to the treatment given in this
for each group. The duration of teaching of both study.
group was 2 x 30 minutes. The experimental
Several factors regress the students’
group used the treatment, which was Minecraft
vocabulary mastery. One of them has been stated
application downloaded through the students’
by Aristya (2018) that the students do not learn
smartphones. The control group used the
the vocabulary at home. They lacked of interest
conventional method for teaching vocabulary.
and lacked of motivation in learning vocabulary.
Due to the COVID-19 pandemic, the writer
In this case, using a video game such as
separated each group into 4 sessions that
Minecraft could speed-up the students’
consisted of 7-10 students per session. The
vocabulary mastery. Minecraft could be played
writer also employed an observation to the
at home easily even without internet connection.
students’ behaviors during the treatment namely:
It could improve the students’ motivation and
participation, response and enthusiasm. It was
enjoyed learning without being forced as well.

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That means, using a video game such as better performed than the control group.
Minecraft could speed up the students’ Therefore, the writer concluded that Minecraft
vocabulary mastery especially elementary could improve the students’ positive behaviors.
school students. Figure 2
Students’ Perception after using a video game Survey Result

The following analysis is to answer to the


second research question “How are the students’
perceptions after using a video game as a
learning medium for mastering English
vocabulary? based on the statistical analysis,
theoretical perspective and relevant previous
researches point of view. To answer it, the writer
conducted a behavior observation and a survey.
It resulted that the students’ behavior score in
experimental group was higher than the control
group. It was observed by the observer who is in
8th semester of English Education Department of
UNIS Tangerang. The aspects observed Based on the survey, more than 80% of the
consisted of three types of behaviors namely students agreed that using Minecraft made them
response, enthusiasm, and participation. Each less bored when learning vocabulary. They felt
indicator’s score ranged from 1-5 categorized as that using it could make the learning feel easier
very bad, bad, enough, good, excellent than the conventional method. 90% of the
respectively. Experimental group students’ students also agreed that it was their first time
behavior were averagely scored 4 which using Minecraft as a medium for learning
categorized as good. Meanwhile, the control vocabulary at school. They also agreed that the
group was averagely scored 3 which categorized method was better than the conventional one,
as enough. The data was and it was the suitable application for learning
vocabulary while they were having fun, which
Figure 1. can be played at home as well. Most of the
Students' Behavior Diagram students agreed that they felt less stressed when
learning vocabulary because of the fun
5 4,3
4 4,2 environment made them study happier. It
4
3,2 3,4 3,3 indicated that using Minecraft could improve the
3 students’ positive perspective.
Study of Davis et al. (2018) investigated
2 the students’ practices in using Minecraft. There
1 were 10 middle school students aged 11-13
participated in this research. Most of the students
0
have experience in using Minecraft. The result
Response Enthusiasm Participation
showed that using Minecraft highly promoted
Minecraft Conventional collaboration and communication among the
students. The students also participated more
obtained by observing while the treatment stage. actively, more engaging and happy. Related
As stated in previous chapter, response is research such as Tsai & Tsai (2018) revealed that
the students’ reactions during and at the end of using video game in learning vocabulary could
learning. Enthusiasm is the students’ motivation help motivate and enhance the learning
to have a good interest in learning without being effectively. It is stated that using a video game
forced. Meanwhile the participation is the the students became more self-motivated and
students’ awareness in participate actively and learning in an environment with less pressure.
involved initiatively. Because each session could Šajben et al. (2021) investigated the
only be attended by small amount of students, outcomes of Minecraft as an educational tool.
the observer could observe the students more The participant was 20 of 10-14 years old. The
detail and accurately. The result indicated that result showed that students become more
using Minecraft, the students’ behaviors were focused to the study. The material given by using

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the Minecraft proven to be more effective and conventional method. The efficacy of
helpful. The interview resulted that the students experimental group was 48% while the control
agreed the Minecraft was very good, better than group was 37%. However, both result of efficacy
the teacher him-self and could promote the was categorized as medium efficacy.
active involvement. Even though, the usage of Figure 2.
Minecraft was highly time-consuming. It means Result Comparison of Students' Vocabulary Mastery
that using a video game in learning vocabulary Score
such as Minecraft could promote better students’
perspective.
The Effect of Minecraft video game on
students’ vocabulary mastery
The following analysis is to answer to the
third research question “Does Minecraft video
game have any statistically significant positive
effect on students’ vocabulary mastery? on the
basis of the statistical analysis, theoretical
perspective and relevant previous researches
point of view. In order to obtain the third
research question’s answer, the writer conducted
pretest, treatment and posttest. It resulted that
Minecraft as the treatment of learning English The students’ vocabulary mastery score
vocabulary was better than the conventional one. comparison that obtained from four aspects
Based on the results, 39% of the students namely: meaning, writing, usage, and
in experimental group passed the KKM criteria pronunciation can be seen on the graph above.
score which was 71. The mean score of posttest The result obtained that 80% of the students in
was 70.49, which categorized as good. It also experimental group had score 80 or higher in
increased significantly and 72% higher than the meaning aspect while the control group had only
pretest mean score. The students who passed the 63%. It means that 37% of the students in control
Minimum Criteria of Mastery was 12 out of 31 group got scores below 80 while only 20% in
students.
In contrary, only 15% of the students in
control group passed the KKM criteria score.
The posttest mean score was 64.50, which
categorized as enough. It also increased
significantly and 63% higher than the pretest Figure 1.
mean score. The students who passed the Result Comparisons of Pre-Post Tests
Minimum Criteria of Mastery was 5 out of 32
students, which was 15% of the total amount of
the students as stated before. This indicated that
using Minecraft as a media for learning and
mastering English vocabulary especially for the
5 grade students of SDN Poris Plawad 1
outperformed the conventional method as the Figure 4. The Result on Comparison
percentage of the KKM achievement was more experimental group. The students’ score in
than twice higher. writing and usage aspects were not significantly
Furthermore, the result of Independent different. The result showed that the writing
Sample T-Test shown that the Sig. (2-tailed) was aspect from both experimental and control group
lower than 0.05 (.000) which means the Ha was was 58% and 53% respectively. It means that
accepted. It also showed that the Sig. was 0.08 > almost a half of the amount of the students from
0.05 that can be indicated the data was both group had score lower than 80.
homogenous. It revealed that there was a Meanwhile, the result obtained from the
significance difference of mean score after using usage aspect from both experimental and control
Minecraft as a learning method in mastering group was 39% and 34%. Although it was not
vocabulary. The gain score of students in significantly different, the experimental group in
experimental group was also better than the writing and usage aspects was 5% higher than

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the control group. Lastly, 48% of the students in Mastery) which was 71. In post-test result, the
experimental group had score 80 or higher in students passed the criteria in experimental
pronunciation aspect while the control group group was more than twice amount as the control
had only 13%. This result showed that the score group. However, there were still more than a half
of pronunciation of experimental group was of the students in the experimental group did not
more than three times better than the control pass the KKM. This means that several factors
group. Based on the result obtained, the writer could affect the results such as the duration of the
concluded that using Minecraft as a medium of treatment.
learning vocabulary for 5 grade students in SDN It is then concluded that Minecraft could
Poris Plawad 1 had better result than the make the students in learning become better with
conventional method. Therefore, the writer respect to the behaviors based on the results of
concluded that Minecraft had statistically students’ observation, their reaction to the
positive significant effect on students’ Minecraft application-based vocabulary learning
vocabulary mastery. was even much better than that of the
Study conducted by Sundelin (2019) that conventional method. The survey indicated that
Minecraft could help students of 4-6 grade learn most of the students in experimental group
a specific subject as it could give many ways to agreed that learning vocabulary with Minecraft
learn it. Using Minecraft could help promote was better than that with conventional method of
collaboration when playing in multiplayer. It teaching. Most of the students also agreed that
was suitable as a complementary in curriculum. using Minecraft has been making the learning
Minecraft was also easy to use and easy to learn easier, faster, exciting and happier. It is finally
the navigation. The result also showed that using concluded that there was a positive effect in
Minecraft could help the students improve their students’ perspective after used Minecraft in
English four skills. learning vocabulary of 5 grade in SDN Poris
In addition, Salehi (2017) investigated an Plawad 1 Tangerang.
instructional video game in learning vocabulary. Acknowledgement
The participants were 60 pre-intermediate The writer would like to say thank you for
students chosen as the experimental group (25 all parties whose help could make the writer
males & 35 females). The result showed that finished this research exclusively to: the writer’s
using an instructional video game had significant thesis supervisors, all staff of SDN Poris Plawad
effect on students’ vocabulary mastery. It also 1 Tangerang & Universitas Islam Syekh Yusuf
revealed that using it could promote the students’ Tangerang, the writer’s parents, the writer’s
motivation and better learning environment. beloved friend, seniors and colleagues of
That means using a video game had positive Universitas Islam Syekh Yusuf Tangerang.
effects on students’ vocabulary mastery, and it Reference
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