THE USE OF BAAMBOOZLE AS A GAMIFICATION METHOD TO IMPROVE STUDENTS' ABILITY TO WRITE RECOUNT TEXT
Keywords:
Writing Ability, Recount Text, Baamboozle, Gamification, Teaching MethodAbstract
Writing is one of the most challenging skills for students, yet it remains essential in language learning. The lack of engaging and interactive media in the classroom often affects students’ motivation and performance in writing recount text. This research aims to examine the effect of Baamboozle, a game-based learning platform, as a gamification method on ninth grade students' recount text writing ability. A pre-experimental design with a one-group pre-test and post-test approach was applied. The sample consisted of 31 students selected through purposive sampling from a population of 241 ninth-grade students. Data were gathered through observation sheets and writing tests, and analyzed using the Wilcoxon Signed Rank Test. The research results showed that the use of Baamboozle was categorized as 'Very Good' with a mean score of 3.92. Prior to the treatment, students' mean writing score was 36, categorized as 'Fail,' which then increased to 73, categorized as 'Good,' after the treatment. Statistical analysis showed that Asymp. Sig. (2-tailed) = 0.000 < 0.05, indicating that the null hypothesis was rejected. These findings suggest that Baamboozle as a gamification method has a significant positive effect on students' recount text writing ability and can serve as an effective instructional tool in writing classrooms.
