Search for collections on EPrints Repository UNTIRTA

Effect of Using Game-Based Learning Platform (Baamboozle) on Students’ English Vocabulary Mastery at MI Islamiyah Ciwaru

HULWATI HAKIM, TUFFA (2025) Effect of Using Game-Based Learning Platform (Baamboozle) on Students’ English Vocabulary Mastery at MI Islamiyah Ciwaru. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_Fulltext.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_CP.pdf
Restricted to Registered users only

Download (405kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_bab-01-Reff.pdf
Restricted to Registered users only

Download (407kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_02.pdf
Restricted to Registered users only

Download (205kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_03.pdf
Restricted to Registered users only

Download (105kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_04.pdf
Restricted to Registered users only

Download (157kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_05.pdf
Restricted to Registered users only

Download (109kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_Reff.pdf
Restricted to Registered users only

Download (139kB) | Request a copy
[img] Text (SKRIPSI)
Tuffa Hulwati Hakim_2223210025_Lamp.pdf
Restricted to Registered users only

Download (766kB) | Request a copy

Abstract

This study aimed to determine the effect of Baamboozle game-based learning platform on fourth-grade students’ English vocabulary mastery during the 2024/2025 academic year at MI Islamiyah Ciwaru. A quasi-experimental nonequivalent control-group design involved 64 students (32 per group). Vocabulary was measured by pre- and post-tests; data were analyzed with descriptive statistics, normality and homogeneity tests, and an independent-samples t-test using IBM SPSS Statistics 25. The experimental group’s mean increased from 56.25 to 86.56, while the control group’s mean rose from 55.94 to 79.37. The independent t-test result (p = 0.015 < 0.05) indicated a significant difference between the two groups, meaning that the use of Baamboozle had a positive and significant effect on students’ English vocabulary mastery.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorSYAFRIZAL, SYAFRIZAL197601302001121001
Thesis advisorNURLELY, LEDY197512292002122002
Additional Information: Penelitian ini bertujuan untuk menentukan pengaruh platform pembelajaran berbasis permainan Baamboozle terhadap penguasaan kosakata bahasa Inggris siswa kelas IV pada tahun ajaran 2024/2025 di MI Islamiyah Ciwaru. Desain quasi-eksperimental dengan kelompok kontrol non-ekuivalen melibatkan 64 siswa (32 per kelompok). Kosa kata diukur melalui tes pra dan pasca; data dianalisis menggunakan statistik deskriptif, uji normalitas dan homogenitas, serta uji t sampel independen dengan IBM SPSS Statistics 25. Rata-rata kelompok eksperimen meningkat dari 56,25 menjadi 86,56, sementara rata-rata kelompok kontrol naik dari 55,94 menjadi 79,37. Hasil uji t independen (p = 0,015 < 0,05) menunjukkan perbedaan yang signifikan antara kedua kelompok, artinya penggunaan Baamboozle memiliki efek positif dan signifikan terhadap penguasaan kosakata bahasa Inggris siswa.
Uncontrolled Keywords: Baamboozle, elementary students, game-based learning, vocabulary mastery.
Subjects: L Education > L Education (General)
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 88203-Jurusan Pendidikan Bahasa Inggris
Depositing User: Tuffa Hulwati Hakim
Date Deposited: 05 Jan 2026 08:30
Last Modified: 05 Jan 2026 08:30
URI: http://eprints.untirta.ac.id/id/eprint/56700

Actions (login required)

View Item View Item