THE EFFECTIVENESS OF BAAMBOOZLE GAME AS LEARNING MEDIA TO IMPROVE STUDENTS’ VOCABULARY MASTERY AT MTsN 10 BLITAR

USWATUN KASANAH, 126203212152 and EMMI NAJA, 198201072011012010 (2025) THE EFFECTIVENESS OF BAAMBOOZLE GAME AS LEARNING MEDIA TO IMPROVE STUDENTS’ VOCABULARY MASTERY AT MTsN 10 BLITAR. [ Skripsi ]

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Abstract

Uswatun, Kasanah. NIM 126203212152. 2025. The Effectivness of Baamboozle Game as Learning Media to Improve Student’s Vocabulary Mastery at MTsN 10 Blitar. Sarjana Thesis. English Education Department. Faculty Tarbiyah and Teacher Training. State Islamic University (UIN) Sayyid Ali Rahmatullah Tulungagung. Advisor Emmi Naja, Ph.D. Keywords: Baamboozle Game, Learning Media, Vocabulary Mastery Vocabulary mastery is fundamental in English language learning, as it supports students' ability to understand and communicate effectively. However, many students face challenges in learning vocabulary, such as difficulty in remembering and memorizing new words, low motivation to learn, as well as teaching methods that are not interactive enough. These challenges can be overcome by using interesting learning media such as the Baamboozle game. The research question is “How is the effectiveness of Baamboozle game as a learning media for improving vocabulary mastery at MTsN 10 Blitar?”. The purpose of this study is to find the effectiveness of bamboozle game as learning media to improve students vocabulary mastery at MTsN 10 Blitar. This study used a quasi-experimental design to determine the difference of students' vocabulary mastery by using two classes as the control group and the experimental group. The population consisted of 81 8th-grade students of MTsN 10 Blitar. while the sample selected to participate in the study consists of 54 students. In sampling, the researcher used non-probability sampling with purposive sampling technique. The research instruments were pre-test and post-test. To analyze the data, the researcher used an independent T-test for hypothesis testing. The results showed that there was a significant difference between the scores of students taught using the Baamboozle game and those not taught using the Baamboozle game. The independent T-test result was 0.000, which was smaller than the significance level of 0.05 (0.00<0.05). This means that the null hypothesis (H₀) is rejected and the alternative hypothesis (Hₐ) is accepted, which means that there is a significant effect of using the Baamboozle game in improving students' vocabulary mastery. Therefore, it can be concluded that the Baamboozle game is effective to improving students' vocabulary mastery. This study has limitations in terms of the limited sample size and varying levels of student engagement. Therefore, further research is recommended to involve a larger sample size and systematically measure student engagement to obtain more accurate results. Therefore, the use of Baamboozle as learning media is recommended for use in the English language learning process, especially for vocabulary in grade 8 at MTsN 10 Blitar.

Item Type: Skripsi
Subjects: Pendidikan > Media Pembelajaran
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 126203212152 USWATUN KASANAH
Date Deposited: 25 Nov 2025 02:28
Last Modified: 25 Nov 2025 02:28
URI: http://repo.uinsatu.ac.id/id/eprint/64312

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