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JUDUL:THE EFFECT OF BAAMBOOZLE PLATFORM ON VOCABULARY ACHIEVEMENT OF THE 7TH GRADE STUDENTS IN SMPN 3 BANJARMASIN
PENGARANG:NOOR SYIFA
PENERBIT:UNIVERSITAS LAMBUNG MANGKURAT
TANGGAL:2025-07-28


ABSTRACT

Noor Syifa. 2024. The effect of Baamboozle Platform on Vocabulary Achievement of the 7th Grade Student in SMPN 3 Banjarmasin. Sarjana’s Thesis. English Language Education, Lambung Mangkurat University, Banjarmasin. The first advisor: Dr. Novita Triana, S.Pd., M.A., the second advisor: Dr. Jumariati, M.Pd.

Keywords: baamboozle, gamification, teaching vocabulary, vocabulary achievement.

Vocabulary plays a vital role in learning English and is essential for effective communication. However, many seventh-grade students at SMPN 3 Banjarmasin struggle with vocabulary due to traditional and monotonous teaching methods, which hinder their language development and classroom participation. As digital technology and gamification grow in popularity, platforms like Baamboozle present new opportunities for enhancing vocabulary learning.

This study aimed to investigate the effect of the Baamboozle platform on students’ vocabulary achievement. A quasi-experimental design with a quantitative approach was employed. Seventy-two seventh-grade students were selected through cluster random sampling and divided into two groups: an experimental group taught using Baamboozle and a control group taught using Kahoot. Both groups completed a vocabulary pre-test and post-test. The data were analyzed using the Mann-Whitney U test in SPSS version 26.

The results showed that the experimental group achieved significantly higher post-test scores than the control group, with a significance value of 0.000 (p < 0.05). This indicates that Baamboozle had a positive effect on vocabulary achievement. The findings suggest that Baamboozle enhances student engagement and supports better vocabulary retention, making it a useful tool for English language instruction.

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