THE EFFECT OF APPLYING BAAMBOOZLE AS AN INTERACTIVE GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT

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Dhiya Putri
Yulia Nur Ekawati
Masfuad Edi Santoso

Abstract

Vocabulary mastery is an important component of learning English as a foreign language. However, many students have limited vocabulary and may become less engaged when conventional teaching methods are used. Therefore, this study aimed to investigate the effectiveness of the interactive game Baamboozle in improving students’ vocabulary mastery. This quantitative study employed a one-group pre-test and post-test design. The participants were eighth-grade students at SMPN 9 Tegal in the 2025/2026 academic year. Data were collected through multiple-choice vocabulary tests administered before and after the treatment and an observation checklist. The data were analyzed using SPSS version 25, including validity, reliability, descriptive statistics, normality, and t-test analyses. The results showed that the students’ mean score increased from 70.06 on the pre-test to 85.38 on the post-test. The t-test result showed a significance value of 0.000 < 0.05, indicating a statistically significant improvement in students’ vocabulary mastery after using Baamboozle. Therefore, the null hypothesis was rejected, and the alternative hypothesis was accepted. These findings suggest that Baamboozle can effectively improve students’ vocabulary mastery by creating a more engaging and interactive learning environment. The study recommends the use of interactive games such as Baamboozle as a supplementary medium for teaching vocabulary to junior high school students

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