The Effect of Gamification Method on vocabulary Achievement of Junior High School Students

This research project explores the use of gamification techniques as a teaching tool, particularly with reference to the platform Bamboozle. Gamification techniques are not widely used in Indonesia, especially in rural and suburban areas with little access to educational resources. The purpose of this research is to assess how well gamification might improve students' language skills and provide useful information for researchers and educators. The research involved 25 participants who volunteered to contribute to the study. Quantitative research methods were use, specifically pre- and post-experimental research, utilizing tests consisting of 15 to 20 multiple-choice questions and 5 essay questions. The results indicated a significant improvement in the participants' vocabulary achievements following the implementation of the Bamboozle-based treatment. The treatment was more successful than the researchers were expecting, proving that gamification techniques especially those utilizing Bamboozle are effective at improving learning outcomes. This study emphasizes how gamification might help with educational difficulties, especially in resource-poor areas. It also emphasizes how crucial it is to use cutting-edge teaching techniques in order to enhance students' educational experiences and results. Future research could examine how gamification affects education in the long run and how it can be used in a variety of learning settings.

Authors

Institutions

Publication Details

Journal
Journal of English for Academic and Specific Purposes (JEASP)
Published
2024-12-20
DOI
https://doi.org/10.18860/jeasp.v7i2.27163
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Effect of Gamification Method on vocabulary Achievement of Junior High School Students

Medico Torikul Khakam Hariyanto
Journal of English for Academic and Specific Purposes (JEASP)
Educational Games and Gamification
article

The Effect of Gamification Method on vocabulary Achievement of Junior High School Students

Medico Torikul Khakam Hariyanto
article en

Abstract

This research project explores the use of gamification techniques as a teaching tool, particularly with reference to the platform Bamboozle. Gamification techniques are not widely used in Indonesia, especially in rural and suburban areas with little access to educational resources. The purpose of this research is to assess how well gamification might improve students' language skills and provide useful information for researchers and educators. The research involved 25 participants who volunteered to contribute to the study. Quantitative research methods were use, specifically pre- and post-experimental research, utilizing tests consisting of 15 to 20 multiple-choice questions and 5 essay questions. The results indicated a significant improvement in the participants' vocabulary achievements following the implementation of the Bamboozle-based treatment. The treatment was more successful than the researchers were expecting, proving that gamification techniques especially those utilizing Bamboozle are effective at improving learning outcomes. This study emphasizes how gamification might help with educational difficulties, especially in resource-poor areas. It also emphasizes how crucial it is to use cutting-edge teaching techniques in order to enhance students' educational experiences and results. Future research could examine how gamification affects education in the long run and how it can be used in a variety of learning settings.

Journal of English for Academic and Specific Purposes (JEASP)Vol. 7(2)
Universitas PGRI Semarang (ID), Universitas PGRI Adi Buana Surabaya
Quality Education
Openalex Percentile: Top 70%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.