THE EFFECTIVENESS OF BAAMBOOZLE AS A GAME -BASED LEARNING PLATFORM FOR ENHANCING VOCABULARY MASTERY AMONG ELEVENTH -GRADE STUDENTS AT SMAN 1 CIOMAS

Authors
  • Reni Anggraeni

    Universitas Sultan Ageng Tirtayasa
    Author
  • Nurhaedah Gailea

    Universitas Sultan Ageng Tirtayasa
    Author
  • Zakaria

    Universitas Sultan Ageng Tirtayasa
    Author
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

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).

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Published
2026-07-27
Section
Articles

How to Cite

THE EFFECTIVENESS OF BAAMBOOZLE AS A GAME -BASED LEARNING PLATFORM FOR ENHANCING VOCABULARY MASTERY AMONG ELEVENTH -GRADE STUDENTS AT SMAN 1 CIOMAS. (2026). Sindoro: Cendikia Pendidikan, 18(8). https://doi.org/10.2238/v3bz5t70

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