Students’ Perception of Vocabulary Mastery by Using Baamboozle Game

Authors

  • Rahmi Rahmita Tanjung Universitas Islam Negeri Sumatera Utara, Indonesia
  • Sholihatul Hamidah Daulay Universitas Islam Negeri Sumatera Utara, Indonesia

DOI:

https://doi.org/10.24256/ideas.v13i1.6305

Keywords:

Baamboozle, gamification, student perception, vocabulary learning, vocational high school

Abstract

This study explores vocational high school students’ perceptions of using Baamboozle for vocabulary learning. While gamification is effective, research on students' perspectives remains limited. Using a qualitative case study, 20 students completed a questionnaire, and five participated in interviews. Thematic analysis identified key trends. Findings show Baamboozle enhances engagement, motivation, comprehension, and retention, making learning enjoyable. However, some students noted unequal participation in group activities. These results align with Constructivist Learning Theory, emphasizing interactive learning. This study contributes to game-based learning research by providing insights into Baamboozle’s impact. Future studies should explore long-term effects and compare it with other digital tools. Educators should integrate Baamboozle with structured strategies for optimal results.

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Published

2025-05-20

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