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<title><![CDATA[THE USE OF VIDEO GAME IN IMPROVING VOCABULARY OF EIGHT GRADE STUDENTS AT SMP KRISTEN SINAR LUNU, AMANATUN SELATAN IN ACADEMIC YEAR 2024&#47;2025]]></title>
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<namePart>Novriani Rabeka Manafe</namePart>
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<namePart>Dewi I N Bili Bora</namePart>
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<namePart>Drs. Alexander H. Kabelen, MA</namePart>
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<note>The research employs a quantitative method with a pre-test and post-test design to measure students' progress before and after the intervention. The sample consists of 30 eighth grade students selected through purposive sampling. Data were collected through written tests and observations during the learning process. The findings indicate that the use of video games in English learning has a positive impact on students' vocabulary acquisition and concentration. Data analysis shows a significant difference between the pre-test and post-test results, suggesting that video games can be an effective learning tool. In conclusion, integrating video games into learning can be an innovative strategy to enhance students' motivation and academic achievement. This research is expected to contribute to the development of more interactive and engaging teaching methods in the educational field. 
Keywords: Concentration, Learning English Vocabulary, Video games.</note>
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