THE EFFECTIVENESS OF USING BAAMBOOZLE DIGITAL GAMES TO IMPROVE STUDENTS’ VOCABULARY ACHIEVEMENT IN 8TH GRADE OF JUNIOR HIGH SCHOOL

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Robiatul Adawiyah
Endang Sulistianingsih
Fajar Prihatini

Abstract

Vocabulary is a key component of learning english, teachers must use engaging and successful teaching techniques. The Baamboozle game platform is one digital learning resource that can help with vocabulary acquisition. The purpose of this study was to determine whether eighth-grade students at SMP Negeri 4 Adiwerna might improve their vocabulary achievement by playing Baamboozle digital games. Additionally, it looked at whether students who learnt using Baamboozle and those who received traditional education differed significantly in vocabulary achievement. This study used a quasi-experimental research design with a quantitative methodology. The sample contained 60 eighth-grade students from SMP Negeri 4 Adiwerna in the 2025/2026 academic year, with Class VIII D serving as the experimental group and Class VIII F serving as the control group. Pre-tests and post-tests were used to gather data, and SPSS was used to analyze the results using the paired samples t-test, independent samples t-test, normality, and homogeneity tests. Students' vocabulary achievement significantly improved following the treatment, according to the paired samples t-test results, which had a significance value (2-tailed) of 0.000 (<0.05). Additionally, the independent samples t-test revealed a significant difference between the experimental and control groups' post-test scores, with a significance value (2-tailed) of 0.035 (<0.05). Thus, it can be said that Baamboozle digital games are useful for raising students' vocabulary attainment and can be utilized as alternative teaching instrument to provide more interesting and successful vocabulary learning

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