Main Article Content
Abstract
Acquiring vocabulary is a crucial aspect of language acquisition as it facilitates conversation, reading, and writing. However, many traditional teaching methods make learning vocabulary feel boring and difficult for students. Students often face problems like forgetting new words easily, lack of practice, and uninteresting lessons. Baamboozle application, a game-based learning tool, might help solve these problems, but there is not much research on its effectiveness. This study aims to find out if Baamboozle application can improve students’ vocabulary better than traditional methods. It also looks at whether using Baamboozle application makes learning more fun and engaging for students. The study was done with seventh-grade students at SMPN Karang Jaya. There were two groups: one group used Baamboozle application, and the other group used traditional methods. Both groups took a test before and after the study to see their vocabulary progress. The results were then compared using statistical analysis. The study found that the Baamboozle application significantly improved students' vocabulary knowledge, as seen by the experimental group's higher average score of 78 compared to the control group's score of 69.83. It showed that the group using Baamboozle application improved their vocabulary more than the group using traditional methods. Students also felt more motivated and interested in learning. This study shows that using game-based tools like Baamboozle application can make learning vocabulary easier and more enjoyable.
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References
- Alimova, M. A. (2023). Using the Internet Service “Baamboozle” When Creating a Gamified Educational Environment in English Classes. American Journal of Pedagogical and Educational Research, 8(1).
- Amalia Amanda, P., & Prihatini, F. (2024). Applying Baamboozle Games To Improve Student’s Vocabulary Mastery. Https://Doi.Org/Icotion
- Bambang. (2022). First Grade Students’ Perception On Using Baamboozle Application In Learning Vocabulary At Mts Negeri 3 Mataram In Academic YEAR 2021/2022. Journal of Economic Perspectives, 2(1).
- Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(10). https://doi.org/10.3390/computers10100132
- Dewi, N. P., & Listiowarni, I. (2019). Implementasi Game Based Learning pada Pembelajaran Bahasa Inggris. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 3(2). https://doi.org/10.29207/resti.v3i2.885
- Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary. IEEE Access, 7. https://doi.org/10.1109/ACCESS.2019.2891504
- Haryadi, R., & Pujiastuti, H. (2020). PhET simulation software-based learning to improve science process skills. Journal of Physics: Conference Series, 1521(2). https://doi.org/10.1088/1742-6596/1521/2/022017
- Hendra. (2018). English vocabulary improvement of a young gamer in Kota Serang (A case study analysis). TESOL International Journal, 13(3).
- Iin Andriyani, Meilani Feradona, & V. P. R. (2021). Pemanfaatan Penggunaan Ice - breaking pada Website Baamboozle dalam Kegiatan Pembelajaran. Proseding Didaktis: Seminar Nasional Pendidikan Dasar, 6(1).
- Janković, A., & Lambić, D. (2022). The Effect Of Game-Based Learning Via Kahoot And Quizizz On The Academic Achievement Of Third Grade Primary School Students. Journal of Baltic Science Education, 21(2). https://doi.org/10.33225/jbse/22.21.224
- Kirschner, P. A. (2015). Do we need teachers as designers of technology enhanced learning? Instructional Science, 43(2). https://doi.org/10.1007/s11251-015-9346-9
- Li, R., Meng, Z., Tian, M., Zhang, Z., & Xiao, W. (2021). Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors. Computer Assisted Language Learning, 34(4). https://doi.org/10.1080/09588221.2019.1619585
- Lisnani*, L., & Emmanuel, G. (2020). Analisis Penggunaan Aplikasi KAHOOT dalam Pembelajaran IPA. Jurnal IPA & Pembelajaran IPA, 4(2). https://doi.org/10.24815/jipi.v4i2.16018
- Morgan, A. R. (2022). The Relationship Between Motivation, Academic Achievement, and Engagement in Mathematics Using Digital Game-Based Learning. In Boise State University Theses and Dissertations.
- Prensky, M. (2009). H. sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: Journal of Online Education, 5(3).
- Putra, R. W. P. (2023). Improving Students’ Vocabulary Through Paper-Mode Quizizz: A Classroom Action Research in Indonesian EFL setting. English Learning Innovation, 4(1). https://doi.org/10.22219/englie.v4i1.24832
- Rana, J., Gutierrez, P. L., & Oldroyd, J. C. (2021). Quantitative Methods. In Global Encyclopedia of Public Administration, Public Policy, and Governance (pp. 1–6). Springer International Publishing. https://doi.org/10.1007/978-3-319-31816-5_460-1
- Shabaneh, Y., & Farrah, M. (2019). THE EFFECT OF GAMES ON VOCABULARY RETENTION. Indonesian Journal of Learning and Instruction, 2(01). https://doi.org/10.25134/ijli.v2i01.1687
- Szymanski, A., & Benus, M. (2015). Gaming the classroom viewing learning through the lens self determination theory. International Journal of Game-Based Learning, 5(3). https://doi.org/10.4018/IJGBL.2015070105
- Tuti Winaningsih, E., & Syarif, F. (2022). Baamboozle’s Effectiveness in Increasing Learning Motivation in Islamic Studies. Tarbawiyah : Jurnal Pendidikan, 6. https://doi.org/10.32332/tarbawiyah.v3i2.1778
References
Alimova, M. A. (2023). Using the Internet Service “Baamboozle” When Creating a Gamified Educational Environment in English Classes. American Journal of Pedagogical and Educational Research, 8(1).
Amalia Amanda, P., & Prihatini, F. (2024). Applying Baamboozle Games To Improve Student’s Vocabulary Mastery. Https://Doi.Org/Icotion
Bambang. (2022). First Grade Students’ Perception On Using Baamboozle Application In Learning Vocabulary At Mts Negeri 3 Mataram In Academic YEAR 2021/2022. Journal of Economic Perspectives, 2(1).
Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(10). https://doi.org/10.3390/computers10100132
Dewi, N. P., & Listiowarni, I. (2019). Implementasi Game Based Learning pada Pembelajaran Bahasa Inggris. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 3(2). https://doi.org/10.29207/resti.v3i2.885
Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary. IEEE Access, 7. https://doi.org/10.1109/ACCESS.2019.2891504
Haryadi, R., & Pujiastuti, H. (2020). PhET simulation software-based learning to improve science process skills. Journal of Physics: Conference Series, 1521(2). https://doi.org/10.1088/1742-6596/1521/2/022017
Hendra. (2018). English vocabulary improvement of a young gamer in Kota Serang (A case study analysis). TESOL International Journal, 13(3).
Iin Andriyani, Meilani Feradona, & V. P. R. (2021). Pemanfaatan Penggunaan Ice - breaking pada Website Baamboozle dalam Kegiatan Pembelajaran. Proseding Didaktis: Seminar Nasional Pendidikan Dasar, 6(1).
Janković, A., & Lambić, D. (2022). The Effect Of Game-Based Learning Via Kahoot And Quizizz On The Academic Achievement Of Third Grade Primary School Students. Journal of Baltic Science Education, 21(2). https://doi.org/10.33225/jbse/22.21.224
Kirschner, P. A. (2015). Do we need teachers as designers of technology enhanced learning? Instructional Science, 43(2). https://doi.org/10.1007/s11251-015-9346-9
Li, R., Meng, Z., Tian, M., Zhang, Z., & Xiao, W. (2021). Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors. Computer Assisted Language Learning, 34(4). https://doi.org/10.1080/09588221.2019.1619585
Lisnani*, L., & Emmanuel, G. (2020). Analisis Penggunaan Aplikasi KAHOOT dalam Pembelajaran IPA. Jurnal IPA & Pembelajaran IPA, 4(2). https://doi.org/10.24815/jipi.v4i2.16018
Morgan, A. R. (2022). The Relationship Between Motivation, Academic Achievement, and Engagement in Mathematics Using Digital Game-Based Learning. In Boise State University Theses and Dissertations.
Prensky, M. (2009). H. sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: Journal of Online Education, 5(3).
Putra, R. W. P. (2023). Improving Students’ Vocabulary Through Paper-Mode Quizizz: A Classroom Action Research in Indonesian EFL setting. English Learning Innovation, 4(1). https://doi.org/10.22219/englie.v4i1.24832
Rana, J., Gutierrez, P. L., & Oldroyd, J. C. (2021). Quantitative Methods. In Global Encyclopedia of Public Administration, Public Policy, and Governance (pp. 1–6). Springer International Publishing. https://doi.org/10.1007/978-3-319-31816-5_460-1
Shabaneh, Y., & Farrah, M. (2019). THE EFFECT OF GAMES ON VOCABULARY RETENTION. Indonesian Journal of Learning and Instruction, 2(01). https://doi.org/10.25134/ijli.v2i01.1687
Szymanski, A., & Benus, M. (2015). Gaming the classroom viewing learning through the lens self determination theory. International Journal of Game-Based Learning, 5(3). https://doi.org/10.4018/IJGBL.2015070105
Tuti Winaningsih, E., & Syarif, F. (2022). Baamboozle’s Effectiveness in Increasing Learning Motivation in Islamic Studies. Tarbawiyah : Jurnal Pendidikan, 6. https://doi.org/10.32332/tarbawiyah.v3i2.1778