Edunesia: Jurnal Ilmiah Pendidikan p-ISSN 2722-5194 Vol 4 No 2 June 2023 e-ISSN 2722-7790 830 The Improving of the Student’s Vocabulary Achievement through Crossword Game in the New Normal Era Yolanda Dita Bella 1 ; Endang Mastuti Rahayu 2 1, 2 English Education Department, PGRI Adi Buana Surabaya, Indonesia 2 Corresponding Email: endangrahayu@unipasby.ac.id, Phone Number: 0857 xxxx xxxx Article History: Received: Mar 27, 2023 Revised: Apr 11, 2023 Accepted: May 01, 2023 Online First: May 04, 2023 Keywords: Crossword Game, Student Achievement, Teaching, Vocabulary. Kata Kunci: Kosa kata, Pembelajaran, Pencapaian Siswa, Permainan Teka-teki Silang. ______________________ How to cite: Bella, Y. D., & Rahayu, E. M. (2023). The Improving of the Student’s Vocabulary Achievement through Crossword Game in the New Normal Era. Edunesia: Jurnal Ilmiah Pendidikan, 4 (2), 830-842. This is an open-access article under the CC-BY-NC-ND license Abstract: This research attempted to verify improved vocabulary achievement using the Crossword Game for the eleventh-grade students of SMAN 1 Krian. The method used was classroom action research. The reason why this research was done is because of the pre–cycle outcome. Only five students passed the criteria of minimum score (KKM). So, the researcher wanted to give fun vocabulary learning through Crossword Games. This research was done in 3 cycles. And the subject was one class of eleventh-grade students, which was a class that consisted of 28 students. The instruments were observation, tests, and questionnaires. According to the data analysis, the second cycle's scores are higher than the first. From 17% in pre–test to 75% in post–test 1, it meant that there was an improvement about 58%. Post-test 2, the students passed 85%. Observation showed that students became more engaged when crossword games were used, and their activities dominated the learning process. As much as 92% of students gave a positive opinion about crossword games that said crossword was fun, engaging, and easy for students to study vocabulary. Therefore, teaching the English language using crossword puzzle games could improve the students' vocabulary achievement. Abstrak: Penelitian ini bertujuan untuk membuktikan peningkatan pencapaian kosa kata dengan menggunakan Crossword Game pada siswa kelas sebelas SMAN 1 Krian. Metode yang digunakan adalah penelitian tindakan kelas. Alasan mengapa penelitian ini dilakukan karena hasil pra-siklus. Hanya 5 siswa yang lulus kriteria Nilai Minimal (KKM). Jadi, peneliti ingin memberikan pembelajaran kosa kata yang menyenangkan melalui Crossword Game. Penelitian ini dilakukan dalam 3 siklus. Subjek berjumlah 28 siswa dari kelas XI A2.5. Instrumen yang digunakan adalah observasi, tes dan angket. Analisis data menunjukkan bahwa skor pada siklus kedua lebih baik daripada siklus pertama. Dari 17% pada pre-test menjadi 75% pada post-test 1, yang menunjukan ada peningkatan sekitar 58%. Pos-test 2 siswa lulus adalah 85%. Temuan observasi menunjukkan ketika permainan teka-teki silang digunakan, siswa menjadi lebih aktif dan aktivitas mereka mendominasi selama proses pembelajaran. Sebanyak 92% siswa memberikan pendapat positif tentang permainan teka-teki silang yang mengatakan bahwa teka- teki silang itu menyenangkan, menarik dan memudahkan siswa untuk mempelajari kosa kata. Oleh karena itu, pengajaran kosakata bahasa Inggris menggunakan permainan teka-teki silang dapat meningkatkan pencapaian kosakata siswa.