%0 Thesis %9 S1 %A Yulyanah, Siti %A UNIVERSITAS SULTAN AGENG TIRTAYASA, %A FACULTY OF TEACHER TRAINING AND EDUCATION, %A DEPARTMENT OF ENGLISH EDUCATION, %B DEPARTMENT OF ENGLISH EDUCATION %D 2025 %F eprintuntirta:53608 %I UNIVERSITAS SULTAN AGENG TIRTAYASA %P 142 %T THE EFFECTIVENESS OF USING WORD SEARCH GAME TO IMPROVE STUDENTS’ VOCABULARY MASTERY AT THE TENTH GRADE OF SENIOR HIGH SCHOOL (HENCEFORTH SMAN 2 KAB. TANGERANG) %U https://eprints.untirta.ac.id/53608/ %X The use of games in EFL (English as a Foreign Language) classrooms provides students with an engaging and interactive learning experience. This study examined the effectiveness of using a Word Search Game as a learning medium to improve vocabulary mastery among tenth-grade students at SMAN 2 Kab. Tangerang. The research employed a quantitative method with a quasi-experimental non-equivalent group design. The participants were 72 students, divided into two groups: 36 in the experimental class and 36 in the control class. The experimental class was taught using Word Search Game, while the control class received instruction through conventional media, specifically PowerPoint. Data were collected through pre-test and post-test. Data analysis revealed that the calculated t was higher than the value of t-table at a 5% level of significance with degrees of freedom (df) = 70 in a two-tailed test. That was 6.980 ≥ 1.994. It means that the Null Hypothesis (H₀) is rejected and the Alternative Hypothesis (Hₐ) is accepted. These findings indicate that the Word Search Game has a significant impact on students’ vocabulary mastery at the tenth grade of SMAN 2 Kab. Tangerang. %Z Penggunaan permainan dalam kelas EFL (English as a Foreign Language) memberikan pengalaman belajar yang menarik dan interaktif bagi siswa. Penelitian ini mengkaji efektivitas penggunaan Word Search Game sebagai media pembelajaran untuk meningkatkan penguasaan kosakata pada siswa kelas sepuluh di SMAN 2 Kab. Tangerang. Penelitian ini menggunakan metode kuantitatif dengan desain quasi-experimental non-equivalent group. Partisipan berjumlah 72 siswa yang dibagi menjadi dua kelompok: 36 siswa dalam kelas eksperimen dan 36 siswa dalam kelas kontrol. Kelas eksperimen diajarkan menggunakan Word Search Game, sedangkan kelas kontrol diajar menggunakan media konvensional, yaitu PowerPoint. Data dikumpulkan melalui pre-test dan post-test. Analisis data menunjukkan bahwa nilai t hitung lebih besar daripada t tabel pada taraf signifikansi 5% dengan derajat kebebasan (df) = 70 pada uji dua pihak, yaitu 6.980 ≥ 1.994. Ini berarti Hipotesis Nol (H₀) ditolak dan Hipotesis Alternatif (Hₐ) diterima. Temuan ini menunjukkan bahwa Word Search Game memiliki pengaruh yang signifikan terhadap penguasaan kosakata siswa kelas sepuluh di SMAN 2 Kab. Tangerang.