The Implementation of Baamboozle Game to Improve Students’ Speaking Fluency

Penulis

  • Zahrotun Nisa
  • Chyntia Heru Woro Pratiwi
  • Moh. Fuadul Matin

DOI:

https://doi.org/10.1234/prosiding.v2i1.5242

Kata Kunci:

Baamboozle, speaking fluency, collaborative learning, EFL students, Classroom Action Research

Abstrak

Abstrak—Penelitian ini dilakukan untuk mendeskripsikan penerapan pembelajaran kolaboratif berbasis Baamboozle dalam membantu siswa mengatasi hambatan berbicara serta menganalisis peningkatan kemampuan berbicara siswa setelah penerapan permainan tersebut di kelas. Hambatan berbicara yang dialami siswa meliputi kosakata yang terbatas, rasa takut melakukan kesalahan, kurangnya kepercayaan diri, dan kesulitan mengekspresikan gagasan secara lisan dalam bahasa Inggris. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK) yang terdiri dari dua siklus. Peserta penelitian ini adalah 36 siswa kelas VIII A di MTsN 1 Bojonegoro. Data dikumpulkan melalui tes berbicara dan wawancara. Temuan menunjukkan bahwa penerapan Baamboozle menciptakan suasana belajar yang lebih interaktif dan menyenangkan. Siswa menjadi lebih aktif dan menunjukkan partisipasi yang lebih baik selama kegiatan berbicara. Pada Siklus I, nilai rata-rata kinerja berbicara siswa adalah 69, dan 19 siswa (52,8%) mencapai kriteria kelulusan minimum (KKM). Setelah dilakukan perbaikan pada Siklus II, nilai rata-rata meningkat menjadi 80, dan 28 siswa (77,8%) mencapai KKM. Siswa juga menunjukkan kepercayaan diri yang lebih baik dan lebih bersedia berbicara dalam bahasa Inggris selama kegiatan di kelas. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan pembelajaran kolaboratif berbasis Baamboozle membantu meningkatkan kemampuan berbicara siswa, terutama dalam hal kefasihan berbicara, penggunaan kosakata, dan kepercayaan diri.

 

Kata kunci— Baamboozle, kefasihan berbicara, pembelajaran kolaboratif, siswa EFL, Penelitian Tindakan Kelas.

 

Abstract—This study was conducted to describe the implementation of Baamboozle-based collaborative learning in helping students overcome speaking barriers and to analyze the improvement of students’ speaking ability after the implementation of the game in the classroom. The speaking barriers experienced by students included limited vocabulary, fear of making mistakes, lack of confidence, and difficulty expressing ideas in English orally. This study used Classroom Action Research (CAR) consisting of two cycles. The participants of this study were 36 students of class VIII A at MTsN 1 Bojonegoro. The data were collected through speaking tests and interviews. The findings showed that the implementation of Baamboozle created a more interactive and enjoyable learning atmosphere. Students became more active and showed better participation during speaking activities. In Cycle I, the mean score of students’ speaking performance was 69, and 19 students (52.8%) achieved the minimum mastery criterion (KKM). After improvements were made in Cycle II, the mean score increased to 80, and 28 students (77.8%) achieved the KKM. Students also showed better confidence and were more willing to speak English during classroom activities. Based on the findings, it can be concluded that the implementation of Baamboozle-based collaborative learning helped improve students’ speaking ability, especially in terms of speaking fluency, vocabulary use, and confidence.

 

Keywords— Baamboozle, speaking fluency, collaborative learning, EFL students, Classroom Action Research.

Referensi

REFERENCES

Aeni, N., Makassar, U. N., Nur, S., Makassar, U. N., Limbong, S., Ilmu, P., Makassar, P., Yunus, M., & Indonesia, U. M. (2024). Corresponding email : 8(3), 508–527.

Nurdianingsih, F., Rozak, R. R., Isnaini, I., & Rohmah, T. (2024). Fun English Class as an effort to improve English Literacy for Children at the Elementary Level. 1–7.

Matin, M. F. (2023). Analysis of student’s needs in speaking skill for secretarial student. Prosiding Seminar Nasional Pendidikan FPMIPA, 1(1).

Diterbitkan

2026-06-03

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