Using Scrabble Game-Based Learning to Improve English Vocabulary Mastery: A Systematic Review

Authors

  • Afaniya Ika Aulin Farich Universitas Negeri Semarang
  • Sri Wahyuni Universitas Negeri Semarang, Indonesia

Keywords:

Game-Based Learning, Scrabble, EFL, English Vocabulary Mastery, Sytematic Review

Abstract

This study aims to systematically examine the effectiveness of Scrabble as a game-based learning tool in enhancing students’ English vocabulary mastery. Vocabulary acquisition is a foundational component of English as a Foreign Language (EFL) learning; however, conventional methods often fail to engage students meaningfully. Scrabble has emerged as an educational game that combines linguistic strategy, interactivity, and contextual learning, making it a promising alternative to traditional approaches. Employing a Systematic Literature Review (SLR) method guided by the PRISMA framework, the researchers identified and evaluated 30 eligible studies conducted in Indonesia between 2020 and 2025. These studies were selected based on relevance to Scrabble’s application in vocabulary instruction across elementary to tertiary education levels. The review found consistent evidence that Scrabble improves vocabulary mastery by increasing learner motivation, engagement, retention, and contextual understanding. Supporting factors include the game's interactive nature, adaptability to various learning levels, and ability to foster collaborative and student-centered environments. However, inhibiting factors such as initial rule confusion, classroom management challenges, and limited digital literacy among teachers may reduce its effectiveness if not addressed through proper implementation strategies. Substantially, this review concludes that Scrabble is a flexible and pedagogically sound method for vocabulary enhancement, provided that educators apply structured guidance and inclusive practices. The findings offer valuable insights for teachers, curriculum designers, and educational policymakers seeking to integrate innovative, game-based strategies into EFL instruction

Article Metrics

Downloads

Download data is not yet available.

References

Alak, H., & Mubarok, H. (2025). The effect of Scrabble game toward students’ vocabulary

mastery. Journal of English Teaching, Literature, and Applied Linguistics, 9(1), 1–8.

Al Mirroh, D., Asyhar, W. I., & Kurniawan, E. H. (2024). Analyzing of Scrabble Go application

as a media of English language teaching. IDEAS: Journal of Language Teaching and

Learning, Linguistics and Literature, 12(2), 1–11.

Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught.

International Journal of Teaching and Education, 3(3), 21–34.

Amal, A., & Herlina. (2022). The influence of Scrabble games on vocabulary mastery in children

–6 years at Taman PAUD Doa Ibu Makassar. In Proceedings of The International Conference on Science and Advanced Technology (ICSAT) (pp. 1–5). Universitas Negeri

Makassar.

Anthonius, F., & Andanti, M. F. (2023). Using Scrabble to improve the English vocabulary

mastery of non-English undergraduate students. Ethical Lingua: Journal of Language

Teaching and Literature, 10(2), 1–10.

Chairani, S. (2021). Using Scrabble for learning English vocabulary at MAN 2 Kuantan Singingi.

Language Literacy: Journal of Linguistics, Literature and Language Teaching, 5(1), 1–8.

Chairani, S. (2021). Using Scrabble for learning English vocabulary at MAN 2 Kuantan Singingi.

Journal of English Language Teaching and Linguistics, 6(1), 67–78.

Chairiah, N., Supiani, & Perdana, I. (2020). Students’ perceptions about using Scrabble game as a

tool for learning vocabulary at junior high school. In Proceedings of SHEPO 2020:

International Conference on Social Sciences & Humanity, Economics, and Politics (pp.

–4).

Dinarti, D., Manurung, K., Lebagi, D., & Thamrin, N. S. (2025). Enhancing ninth-grade students’

vocabulary through word mapping game at MTs Muhammadiyah Al-Haq Palu. Acuity:

Journal of English Language Pedagogy, Literature, and Culture, 10(3), 1-10.

Ferayanti, F., Usman, S., Mashuri, M., & Aminah, A. (2026). Using circle game to improve

students’ vocabulary mastery of the eighth-grade students. Acuity: Journal of English

Language Pedagogy, Literature, and Culture, 11(1), 1-8.

Fitria, T. N. (2023). Enhancing vocabulary mastery using Scrabble game: An empirical study.

English Language in Focus (ELIF), 5(2), 101–114.

Fitriya, F., & Fajarina, M. (2023). The effectiveness of using Scrabble game in mastering English

vocabulary. Journal of Student Research, 1(1), 1–15.

Hadfield, J. (1990). Intermediate communication games. Longman.

Hadi, I. (2021). Utilizing Scrabble as a medium to improve students’ vocabulary skills in high

schools. Jurnal PAJAR (Pendidikan dan Pengajaran), 5(5), 1–7.

Hapisoh, & Ramadhani, R. (2025). The use of Scrabble for learning English vocabulary. Journal

of Advances in Linguistics and English Teaching (JALET), 1(1), 1–5.

Herawati, H., Gumelar, R. E., & Novari, A. F. (2022). The effect of Scrabble game to students’

vocabulary mastery at the eighth grade students of MTs Daarul Ulum Cihara Lebak.

Journal of English Language Learning (JELL), 6(2), 1–6.

Katemba, C. V. (2022). Vocabulary enhancement through presentation, practice, production (PPP)

method in the rural EFL classrooms. Acuity: Journal of English Language Pedagogy,

Literature, and Culture, 7(1), 1-14.

Khoiriah, S. Z. M., & Widyaningsih, T. L. (2023). Effectiveness of teaching vocabulary mastery

to tenth grade students at SMK Darul Huda in the academic year 2022/2023 by using

Scrabble game. EduCurio Journal, 1(3), 1–5.

Kuncoro, T. G., Sutarsyah, C., & Nisa, K. (2021). The effect of using Scrabble game on students’

vocabulary mastery through blended learning at the eleventh grade of SMAN 14 Bandar

Lampung. U-JET: Unila Journal of English Teaching, 10(4), 1–8.

Lubis, W. I., Lubis, L. R., Erdila, R. S., Hakiki, U., & Siregar, L. (2022). Pelaksanaan teknik

permainan Scrabble dalam pembelajaran vocabulary. ADAM: Jurnal Pengabdian

Masyarakat, 1(2), 1–4.

Mbere, M. A., Yumelking, M., & Balik, L. M. (2025). Enhancing vocabulary mastery using

Scrabble game. International Journal of Education, Social Studies, and Management

(IJESSM), 5(1), 1–18.

Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.

Nopriansyah, U., Hati, I. P., & Rafitasari, H. (2024). Application of the game Scrabble to improve

English vocabulary in early children. JOYCED: Journal of Early Childhood Education,

(1), 1–12.

Nurwayuni, R. (2023). Students’ vocabularies learning through Scrabble games. Jurnal

Pendidikan Bahasa Inggris Undiksha, 11(2), 1–8.

Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement game-

based learning in a smart classroom? A model based on a systematic literature review and Delphi method. Frontiers in Psychology, 12, 749837.

Pitaloka, A. A. (2023, August 26). Enhancing students’ interest in reviewing vocabulary using

Scrabble: A case study at State Junior High School 32 Semarang. In Proceedings of the

rd International Student Conference, Universitas Stikubank (pp. 1–14).

Purnama, D., & Putri, R. F. (2022). The effect of using Scrabble games towards students’

achievement in vocabulary. Indonesian Journal of ELT and Applied Linguistics, 1(2), 1–6.

Qatrunnada, F. H., & Zuhriyah, M. (2024). The effectiveness of using Scrabble game to teach

vocabulary. Journal of Language and Literature, 16(1), 1–14.

Rahayu, R. D., Sutarsyah, C., & Supriyadi, D. (n.d.). The comparison English teaching learning

technique using crossword puzzle game and Scrabble game in improving vocabulary

mastery at the second grade of SMPN 5 Bandar Lampung. Unpublished undergraduate

thesis, University of Lampung.

Rogers, Y. (2011). Interaction design and the practice of designing. Human–Computer Interaction,

(3), 253–257.

Roma, K. (2025). Enhancing students’ participation in learning vocabulary through Scrabble

game. YASIN: Jurnal Pendidikan dan Sosial Budaya, 5(1), 1–10.

Rosidi, A., & Falianti, E. (2014). The effectiveness of Scrabble game in improving students’

vocabulary mastery. Jurnal Pendidikan Bahasa Inggris, 2(2), 45–53.

Sari, A. W., Ismiyati, Y., & Munawwaroh, K. (2023). The effectiveness of Scrabble games towards

students’ English vocabulary mastery at Junior High School Number 2 Jambi City. Journal

of English Language Teaching, 7(2), 1–10.

Sari, D. F., Yusuf, Y. Q., Wahyuni, S., & Kangkha, P. (2023). Improving EFL students' vocabulary

in a rural area through Scrabble with crossword picture puzzle. Journal of English

Education and Teaching (JEET), 7(2), 1–11.

Schmitt, N. (2000). Vocabulary in language teaching. Cambridge University Press.

Septiani, R. A. (2022). Analysis of using digital Scrabble games as an English learning medium

by Y. Isratul Aini. Unpublished analysis paper, IPB University.

Siringoringo, D. J. O., Purba, C. N., & Sinaga, A. R. (2023). The effect of Scrabble game on

students' vocabulary mastery of grade eight at SMP Negeri 12 Pematang Siantar. Jurnal

Ilmu Pendidikan dan Sosial (JIPSI), 2(3), 1–13.

Somantri, G. G., & Nurhayati, S. (2017). The use of Scrabble game in vocabulary enrichment. In

Proceedings of the International Conference on Language and Education, 1(1), 89–95.

Supriadi, J., & Jalaluddin. (2023). The use of Scrabble game as a teaching medium to improve

students’ vocabulary mastery. JUPEIS: Jurnal Pendidikan dan Ilmu Sosial, 2(1), 1–7.

Sundqvist, P., & Sylvén, L. K. (2014). Language-related computer use: Focus on young L2 English

learners in Sweden. ReCALL, 26(1), 3–20.

Thornbury, S. (2002). How to teach vocabulary. Pearson Education.

Tuti, T., & Ilinawati, I. (2022). Scrabble game: Boosting vocabulary mastery of English Foreign

Language (EFL) students. Journal of English Education and Teaching, 6(2), 1–12.

Ur, P. (1996). A course in language teaching: Practice and theory. Cambridge University Press.

Viklous, B. E. (2022). The comparative study between flashcard and Scrabble media to motivate

the student’s mastery in vocabulary. Journal of English Education and Literature (JOEEL),

(1), 1–9.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes.

Harvard University Press.

Wahyuni Hrp, A., Daulay, S. H., & Dewi, U. (2023). Using Scrabble game to enhance students'

ability in vocabulary. Ethical Lingua: Journal of Language Teaching and Literature,

(2), 1–7.

Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning (3rd ed.).

Cambridge University Press.

Downloads

Published

2025-07-02

How to Cite

[1]
Afaniya Ika Aulin Farich and Sri Wahyuni, “Using Scrabble Game-Based Learning to Improve English Vocabulary Mastery: A Systematic Review”, JELPEDLIC, vol. 10, no. 3, pp. 236- 247, Jul. 2025.