LEARNING ENGLISH VOCABULARY USING BAAMBOOZLE WEB-BASED VIDEO GAME: VOCABULARY MASTERY AT MTS IN BANDUNG

Authors

  • Fitri Salsabila UIN SGD Bandung

Abstract

This study aimed to assess students' vocabulary mastery using the Baamboozle game in English learning. It had three objectives: (1) to examine students’ vocabulary mastery using Baamboozle, (2) to examine it without using Baamboozle, and (3) to identify the difference between the two approaches. A quantitative method with a quasi-experimental design was used. The research was conducted at MTs Al-Jawami Cileunyi with seventh-grade students. Two classes, VII A and VII B, were selected as the sample, with 23 students in both the experimental and control groups. Data were collected using pre-tests and post-tests, and analyzed statistically. The experimental group showed a significant improvement, with an average score increase from 56.87 to 85.78. The control group also improved from 55.26 to 78.57. However, the N-Gain analysis revealed that Baamboozle was more effective. The experimental group achieved an N-Gain score of 67.09 (moderately effective), while the control group scored 51.07 (less effective). In conclusion, both groups showed vocabulary improvement, but the experimental group outperformed the control group, indicating that the Baamboozle game is more effective in enhancing students' vocabulary mastery.

Published

2025-09-30