THE EFFECTIVENESS OF BAAMBOOZLE AS A GAME -BASED LEARNING PLATFORM FOR ENHANCING VOCABULARY MASTERY AMONG ELEVENTH -GRADE STUDENTS AT SMAN 1 CIOMAS
- Authors
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Reni Anggraeni
Universitas Sultan Ageng TirtayasaAuthor -
Nurhaedah Gailea
Universitas Sultan Ageng TirtayasaAuthor -
Zakaria
Universitas Sultan Ageng TirtayasaAuthor
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- Keywords:
- Baamboozle, game-based learning, vocabulary mastery, quasi-experimental research, English language teaching
- Abstract
- Vocabulary mastery is essential for successful English language learning, yet many EFL students continue to experience difficulties in understanding and using English vocabulary effectively. This study aimed to investigate the effectiveness of Baamboozle as a game-based learning platform in enhancing students' vocabulary mastery. A quantitative approach with a quasi-experimental non-equivalent control group design was employed. The participants were eleventh-grade students at SMAN 1 Ciomas, consisting of an experimental group taught using Baamboozle and a control group taught through paper-based instruction. Data were collected using equivalent-form pre-tests and post-tests and analyzed through descriptive statistics, the Shapiro–Wilk normality test, Levene’s homogeneity test, an Independent Samples t-test, and Cohen’s d effect size analysis. The findings revealed that the experimental group obtained a higher post-test mean score (74.36) than the control group (68.24). The Independent Samples t-test indicated a statistically significant difference between the two groups (p = .006). Furthermore, the experimental group demonstrated a medium level of improvement, with a mean N-Gain score of 0.46, indicating a moderate enhancement in students' vocabulary mastery, while the effect size analysis produced a Cohen’s d value of 0.61, indicating a medium practical effect. These findings suggest that Baamboozle effectively enhances students’ vocabulary mastery by promoting active participation, engagement, and meaningful vocabulary learning. Therefore, Baamboozle can be considered an effective game-based learning platform for teaching vocabulary in EFL classrooms.
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- References
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Amanda, P. A., Sumartono, S., & Prihatini, F. (2024, November). APPLYING BAAMBOOZLE GAMES TO IMPROVE STUDENT'S VOCABULARY MASTERY. In Proceedings International Conference on Education (ICOTION) (Vol. 3, pp. 89-94).
Hasanah, L., Karlina, E., & Kartini, D. (2025). Utilizing Game Based Learning to Facilitating Students' Vocabulary Through Baamboozle. Jurnal Sosial Humaniora Dan Pendidikan, 5(1), 434–440.
Nesia, N. P., Kurniawan, R., & Oktavia, D. (2025). THE EFFECT OF USING BAMBOOZLE APPLICATION TOWARDS STUDENTS'VOCABULARY MASTERY AT SD NEGERI 32/II MUARA BUNGO. LUMINANCE: ENGLISH LANGUAGE & LITERARY INQUIRY, 1(1), 90-98.
Nation, I. S. P. (2001). Learning Vocabulary in Another Language. Cambridge: Cambridge University Press.
Mayer, R. E. (2009). Multimedia Learning (Second edition). Cambridge University Press. www.cambridge.org/9780521514125
Prensky, M. (2003). Digital Game-Based Learning. Computers in Entertainment (CIE), 1, 21.https://doi.org/10.1145/950566.950596
HULWATI HAKIM, T. U. F. F. A. (2025). Effect of Using Game-Based Learning Platform (Baamboozle) on Students' English Vocabulary Mastery at MI Islamiyah Ciwaru (Doctoral dissertation, UNIVERSITAS SULTAN AGENG TIRTAYASA).
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- 2026-07-27
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