THE EFFECTIVENESS OF PUZZLE MEDIA IN TEACHING CAUSE-AND-EFFECT SENTENCES TO EFL LEARNERS IN INDONESIA
(1) English Department, Universitas Muhammadiyah Jember, Indonesia
(2) English Department, Universitas Muhammadiyah Jember, Indonesia
(3) English Department, Universitas Muhammadiyah Jember, Indonesia
(*) Corresponding Author
Abstract
Effective writing instruction is crucial for English as a Foreign Language (EFL) learners. Nonetheless, teaching cause-and-effect sentences remains a challenge. The current study aims to examine the effectiveness of puzzle media in addressing this challenge. The study employed a pre-experimental, pre-test/post-test design with one group of participants comprising Indonesian high school students. Specifically, this group underwent a pre-test, instructional treatments using puzzle media, and a post-test, along with a questionnaire. The pre-test and post-test were intended to gauge the effectiveness of puzzle media on cause-and-effect sentences as reflected in the participants’ ability to use these constructions before vs. after receiving the instructional treatments, whereas the questionnaire was intended to explore their views of the given instructional treatment. The data, comprising the participants’ scores on the pre-test and post-test, were analysed using a paired-sample t-test. Results reveal a significant difference between pre-test and post-test scores, indicating that puzzle media is effective in teaching cause-and-effect sentences to EFL learners. Furthermore, the analysis of the participants’ responses on the questionnaire indicates that 62.1% of participants found puzzle media engaging and helpful in writing tasks. This study concludes that incorporating puzzle media into EFL writing instruction can enhance learners’ mastery of cause-and-effect sentences and foster a more engaging learning experience.
Keywords
References
Aini, N., Widayanti, D. E., & Winarto, A. E. (2022). An analysis of students’ ability in writing cause and effect essay at SMAN 1 Kediri. Journey: Journal of English Language and Pedagogy, 5(1), 1–10. https://doi.org/https://doi.org/10.33503/journey.v5i1.521
Anggraeni, R. G., & Rais, A. D. (2015). Improving student’s writing skills by using comics strips. English Education: Journal of English Teaching and Research, 4(1), 1–8. https://doi.org/https://doi.org/10.20961/eed.v4i1.34615
Biantong, P. T., Arsyad, N., & Suroyo, S. (2023). The effect of puzzle media on learning motivation and mathematics learning outcomes in elementary school students. EduLine: Journal of Education and Learning Innovation, 3(2), 149–154. https://doi.org/10.35877/454ri.eduline1509
Erylmaz, Y., & Boicu, M. (2023). The impact of gamification on motivation and engagement in game-based learning environments - A Literature Review. College of Engineering and Computing: Department of Information Sciences and Technology, 5(1), 15–25. https://doi.org/https://doi.org/10.13021/jssr2023.3861
Falah, S., Rizal, S., Fahmi, N., & Riva’i, F. A. (2024). Learning assistance program through puzzles to improve students’ arabic language skills. Rayah Al-Islam, 8(4), 1835–1845. https://doi.org/10.37274/rais.v8i4.1126
Fitria, T. N. (2023). The effectiveness of word search puzzles game in improving student’s vocabulary. Pioneer: Journal of Language and Literature, 5(1), 50–60. https://doi.org/10.36841/pioneer.v15i1.2766
Hidayat, L. E., & Praseno, M. D. (2021). Improving students’ writing participation and achievement in an edpuzzle-assisted flipped classroom. Education of English as Foreign Language, 4(1), 1–8. https://doi.org/10.21776/ub.educafl.2021.004.01.01
Indrasari, M., Subiyantoro, S., & Hastuti, D. (2023). Application of problem-based learning models and puzzle media to improve students’ learning outcomes. In Cognitive Development Journal, 1(1), 25–33. https://doi.org/https://doi.org/10.32585/cognitive.v1i1.2
Kovačević, N., Deja, J. A., Weerasinghe, M., Pucihar, K. Č., & Kljun, M. (2024). Retzzles: Do jigsaw puzzle actions on interactive display maps increase the retention of map information? arXiv preprint arXiv:2402.06741. https://doi.org/https://doi.org/10.48550/arXiv.2402.06741
Kurniawan, A., & Styati, E. W. (2023). The effect of google classroom as online media in students’ writing in the post pandemic covid-19. Journal of Research on English and Language Learning (J-REaLL), 4(2), 183–189. https://doi.org/10.33474/j-reall.v4i2.20264
Mayer, R. E. (2002). Multimedia learning. In B. H. Ross (Ed.), The psychology of learning and motivation (Vol. 41, pp. 85–139). Academic Press. https://doi.org/10.1016/s0079-7421(02)80005-6
Mayer, R. E. (2005). Cognitive theory of multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 31–48). Cambridge University Press. https://doi.org/https://doi.org/10.1017/cbo9780511816819.004
Mustain, M., Susanti, S., & Akhmad, S. (2022). EasyChair preprint an investigation of the effect of online news items and newspaper on the students’ writing outcome of EFL context an investigation of the effect of online news Items and newspaper on the students’ writing outcome of EFL context. In SHS Web of Conferences (Vol. 149, p. 01002). EDP Sciences. https://doi.org/https://doi.org/10.1051/shsconf/202214901002
Nafiati, D. A. (2021). Revisi taksonomi bloom: Kognitif, afektif, dan psikomotorik. Humanika, 21(2), 151–172. https://doi.org/10.21831/hum.v21i2.29252
Rajendran, M., Ray, M., Ilangovan, A., Xavier, Y. C. S., & Parthasarathy, G. (2025). Game-based learning and its impact on students’ motivation and academic performance. Multidisciplinary Reviews, 8(3), 50–65. https://doi.org/10.31893/multirev.2025074
Safitri, & Suryadi. (2023). The effect of the use of crossword puzzle media on students’ vocabulary mastery. Journal of Educational Scinece, 7(1), 85–94. https://doi.org/https://doi.org/10.31258/jes.7.1.p.85-94
Sugianto, H. (2023). Game-based learning in enhancing learning motivation. International Journal of Instructional Technology (IJIT), 3(1), 22–33. https://doi.org/10.15408/ijit.v3i1.12345
Suryadi, S., Muhyidin, A., Syafrizal, S., Wu, C. C., & Erlangga, F. (2024). The effect of English learning media in improving student’s writing skills through the mastery of different discourse markers. International Journal of Advanced and Applied Sciences, 11(9), 203–213. https://doi.org/10.21833/ijaas.2024.09.022
Sweller, J. (2011). Cognitive load theory. In J. P. Mestre & B. H. Ross (Eds.), The psychology of learning and motivation (Vol. 55, pp. 37–76). Academic Press. https://doi.org/10.15408/ijit.v3i1.12345https://doi.org/10.1016/B978-0-12-387691-1.X0001-4
Wulan N., A. F. D., Pratiwi, I. A., & Ismaya, E. A. (2021). Peningkatan kemampuan berpikir kritis melalui model make a match berbantuan media puzzle di sekolah dasar[Improving critical thinking skills through a make a match model assisted by puzzle media in elementary schools]. Jurnal PAJAR (Pendidikan Dan Pengajaran), 5(2), 350–359. https://doi.org/10.33578/pjr.v5i2.8212
Zulhemay, M. N., Kushan, A. L., & Nasaruddin, S. (2024). “ANXISCAPE”: An adventure in conquering anxiety via game-based learning for students. In Information Management and Business Review, 16 (4), 45–52. https://doi.org/https://doi.org/10.22610/imbr.v16i4(S)I.4276
DOI: http://dx.doi.org/10.24127/pj.v14i3.13370
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Authors

This work is licensed under a Creative Commons Attribution 4.0 International License.
Published by Universitas Muhammadiyah Metro
Scientific Publication Unit (UPI)
Gd. HI, Lt1 Kampus 1 Universitas Muhammadiyah Metro
Jl. Ki Hajar Dewantara 116 A
Kota Metro Lampung 34145 Indonesia
Email : help.upi@ummetro.ac.id
Phone : +62-725-42445
Fax : +62-725-42454
Mobile : +62-8570914-1060
Certificate of Accreditation (Volume 11 No 1, 2022-Volume 15 No 2, 2026




