Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms

This study explores the implementation of Baamboozle-based Game-Based Learning (GBL) to enhance student engagement in science classes at Assunniyyah Kencong Elementary School. Adopting a qualitative case study approach, the research involved 25 third-grade students and science teachers over six weeks. Data were collected through participatory observation, in-depth interviews, and documentation. Findings reveal a marked improvement in student participation, including a 45% increase in verbal engagement, a 27–38% rise in discussion involvement, and stronger collaborative skills. The most notable progress occurred in initially low-participation classrooms (38% growth). Bamboozled facilitated a differentiated learning environment that accommodated diverse learning styles. Despite technical constraints, adaptive strategies ensured pedagogical effectiveness. Innovation fosters 21st-century skills and suggests potential for broader paradigm shifts in elementary education. This study underscores the value of GBL in promoting active learning while highlighting practical considerations for its implementation.

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Publication Details

Journal
ASATIZA Jurnal Pendidikan
Published
2025-05-31
DOI
https://doi.org/10.46963/asatiza.v6i2.2726
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms

Alfiah Alfiah, Mar’atus Sholihah
1 citations
ASATIZA Jurnal Pendidikan
Educational Games and Gamification
3.44
article

Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms

Alfiah Alfiah, Mar’atus Sholihah
article en
1 citations

Abstract

This study explores the implementation of Baamboozle-based Game-Based Learning (GBL) to enhance student engagement in science classes at Assunniyyah Kencong Elementary School. Adopting a qualitative case study approach, the research involved 25 third-grade students and science teachers over six weeks. Data were collected through participatory observation, in-depth interviews, and documentation. Findings reveal a marked improvement in student participation, including a 45% increase in verbal engagement, a 27–38% rise in discussion involvement, and stronger collaborative skills. The most notable progress occurred in initially low-participation classrooms (38% growth). Bamboozled facilitated a differentiated learning environment that accommodated diverse learning styles. Despite technical constraints, adaptive strategies ensured pedagogical effectiveness. Innovation fosters 21st-century skills and suggests potential for broader paradigm shifts in elementary education. This study underscores the value of GBL in promoting active learning while highlighting practical considerations for its implementation.

ASATIZA Jurnal PendidikanVol. 6(2)
Universitas Muhammadiyah Jember (ID)
Openalex Percentile: Top 9%
Educational Games and Gamification
3.44
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Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms — Alfiah Alfiah, Mar’atus Sholihah · ASATIZA Jurnal Pendidikan (2025) | TGRS Research Map | TGRS