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Pengembangan Media Matching Game Flashcard untuk Penguasaan Kosakata Bahasa Inggris Siswa Kelas III Sekolah Dasar

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Shafira Naila Tasya
Deni Kurniawan
Ridha Hidayani

Abstract

Purpose – This study aimed to design Matching Game Flashcard as an interactive learning medium and examine its effectiveness in improving English vocabulary mastery among third-grade elementary school students. The media integrates picture cards, vocabulary cards, sentence-matching activities, and QR-code-based pronunciation audio.
Methods – This study employed a Design and Development (D&D) method based on the Ellis and Levy framework. Participants included two material experts, one media expert, one teacher, and 29 third-grade students from an elementary school in Bandung. Data were collected through interviews, questionnaires, documentation, and pretest-posttest assessments. Data were analyzed using descriptive statistics, the Wilcoxon Signed-Rank Test, and N-Gain analysis.
Findings – Expert validation categorized the media as very good and feasible, with scores of 98.4% and 100% from the material experts and 96% from the media expert. Students’ mean score increased from 75.43 in the pretest to 93.75 in the posttest. The Wilcoxon test showed a significant difference between pretest and posttest scores (Z = -4.732, p < 0.001), with all 29 students showing increased scores. The mean N-Gain was 0.8189, indicating a high level of improvement. Students and teachers also reported very positive responses.
Research Implications – Matching Game Flashcard provides a feasible and interactive alternative for English vocabulary learning and was associated with improved vocabulary mastery. However, the study was limited to one school, one learning topic, and a one-group pretest-posttest design. Future studies should involve larger samples, varied materials, and control groups. 

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