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<title><![CDATA[Students’ Perceptions In Using Video Games For English Vocabulary Mastery Of Eighth-Grade At SMPN 18 Samarinda In The Academic Year 2023&#47;2024]]></title>
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<namePart>Khairunnisa YASMIN</namePart>
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<namePart>Nadia Sya'ya, M.Pd., M.TESOL</namePart>
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<namePart>Nadia Sya'ya, M.Pd., M.TESOL</namePart>
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<namePart>Muhammad Azwar Amir Paramma, S.Pd., M.Pd.</namePart>
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<note>Khairunnisa Yasmin, 2024. “Students’ Perceptions in Using Video Games for English Vocabulary Mastery of Eighth-Grade at SMPN 18 Samarinda in the Academic Year 2023/2024. Thesis, Language Education Department, Tarbiyah and Teacher Training Faculty State Islamic University Sultan Aji Muhammad Idris Samarinda”. This research is under the guidance of Mr. H. Shafa, S.PdI, M.Pd, as the first supervisor, and Mrs. Nadia Sya’ya, M.Pd, M.TESOL, as the second supervisor. English is essential for communication worldwide but learning vocabulary can be challenging for non-native English-speaking students. Video games can be an attractive alternative to learning English, as they involve mastering vocabulary in various scenarios and circumstances. Students can develop positive or negative perceptions of video games they use for their vocabulary mastery. Understanding students' perceptions is crucial for teachers, as it helps guide the learning process effectively, keeping students engaged and preventing boredom in their education. This research aimed to investigate the students' perceptions in using video games for English vocabulary mastery and find out whether video games benefit students master English vocabulary. This research employed quantitative research with descriptive analysis. The participants were all eighth-grade students at SMPN 18 Samarinda, with a total of 126 students. The sampling technique used was saturated sampling. The data collection technique used the distribution of 25-question questionnaires via Google form, and the data analysis technique used descriptive frequency statistics to analyze student perceptions. The final calculation of data analysis in the statements concerning students’ perceptions in using video games to master English vocabulary resulted in a percentage of 74,86%, and the statements concerning whether video games benefited students in mastering English vocabulary resulted in a percentage of 73,32% showed that students positively perceive video games as a means of mastering English vocabulary. Students feel motivated to master the language with in-game tasks, goals, competitions, events, and interactions. The appealing features of sound clips, pictures, and graphics help students understand and master English vocabulary effectively.</note>
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