Article

The Effectiveness of Word Path as A Non-Digital Learning Medium for Teaching English Vocabulary to Thai EFL Students

  • Ayu Lestari
  • Rita Harisma

ELITE : Journal of English Language and Literature, Vol. 11 No. 1 (2026), hlm. 60–68

Abstrak

Vocabulary mastery remains a central issue in English as a Foreign Language (EFL) learning, particularly in contexts where students have limited exposure to English beyond the classroom. This study aims to examine the effectiveness of the Word Path Game as a non-digital game-based learning medium for improving English vocabulary mastery among Thai EFL students. A quantitative approach with a pre-test-post-test control group design was employed. The participants consisted of 30 junior high school students in Nakhon Pathom, Thailand, divided into a treatment group and a control group, each consisting of 15 students. The treatment group learned vocabulary through the Word Path Game, while the control group received conventional instruction. Data were collected through a vocabulary mastery test and analyzed using descriptive statistics, normalized gain, reliability testing, paired sample t-test, and independent sample t-test. The findings show that the treatment group improved from a pre-test mean score of 6.13 to a post-test mean score of 13.13, with a gain score of 7.00 and a high N-Gain score of 0.88. The control group improved from 5.73 to 7.07, with a gain score of 1.33 and a low N-Gain score of 0.19. The gain score difference between the two groups was statistically significant. These results indicate that the Word Path Game is more effective than conventional instruction in improving students' vocabulary mastery. The study contributes to EFL pedagogy by showing that a simple, low-cost, non-digital board game can support repeated exposure, contextual practice, active participation, immediate feedback, and an enjoyable learning atmosphere.

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