APPLYING BAAMBOOZLE GAMES TO IMPROVE STUDENT'S VOCABULARY MASTERY
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Abstract
This research project's objectives are to find out whether there is any difference in student vocabulary mastery of the students who are taught by using the Baamboozle games and those who are not and to find out the student responses about the utilization of Bamboozle games application as a media for learning vocabulary. This research applied the quasi-experimental design, which used an experimental and a control class. The population in this research was the eight grade students of SMP Negeri 3 Brebes with a total of 314 students. The sample consist of 62 students which taken by purposive sample technique. This research used vocabulary test instrument and questionnaire. The result obtained the average posttest result of the experiment class of 82.25 outperformed the control class of 79.50. Based on the results of the t-test, the paired sample test show a significant value of 0.000 which means less than (<) 0.05. From this, it may be determined that the experimental class and the control class differ significantly. Through the questionnaires distributed, the majority of students also agreed that baamboozle can increase their vocabulary mastery and make learning more fun. In conclusion, the use of bamboozle game as learning media has a positive effect on students’ vocabulary mastery. Researcher suggest that students should be given additional time to practice understanding vocabulary at home or at school by using media such as Baamboozle game. Teachers are also advised to use appropriate media to support students English vocabulary learning.