TEFLICS
Vol. 4 No. 2 (2024): TEFLICS

THE USE OF BAAMBOOZLE GAMES TO TEACH VOCABULARY

Zanuar, Muhammad Rifqi (Unknown)
Daristin, Pipit Ertika (Unknown)
Maisaroh, Ummi (Unknown)



Article Info

Publish Date
23 Dec 2024

Abstract

There are a lot of challenging problems in education today that are connected to societal change and technology advancement. In the present era, the number of digital natives, or at least second-generation traditions, is growing. These are people that consider their environment to be the digital one they have been a part of since birth. Many research investigations have demonstrated how game-based learning encourages students to actively participate in the classroom because it makes them feel good. The purpose of this study is to investigate how well Bamboozle works for teaching vocabulary in English. This study is a literature review. Teaching English in the classroom with Baamboozle is interesting. By using a gamification technique, such as Baamboozle games, the quick advancements in technology can produce a competitive environment that can be used inside the classroom

Copyrights © 2024






Journal Info

Abbrev

TEFLIC

Publisher

Subject

Arts Humanities Education Languange, Linguistic, Communication & Media

Description

TEFLICS is a peer-reviewed journal and open-access journal in English language education, literature, and linguistics studies. The aim is to publish research-based articles having a depth discussion of the theories and practices of English language education, literature, and linguistics studies. ...