This study aims to investigate how the use of gamification to improve students’ vocabulary at ninth grade in one of Junior High School Jakarta. The researcher employed a Classroom Action Research (CAR) approach created by Kemmis and McTaggart (2014). This study was conducted in 2 cycles where each cycle consists of four steps: planning, action, observation, and reflection. The researcher collected data using both qualitative (observation) and quantitative (pre-test and post-test) methods. The results of this study found that the use of gamification increased the students’ vocabulary. The pre-test revealed a mean score of 66.8, with only 43.3% of students exceeding the Minimum Competency Standards (KKM). After the first cycle of implementing Baamboozle, the mean score increased to 77.1, with 66.6% of students meeting or exceeding the KKM. In the second cycle, the mean score further improved to 83.2, with 86.6% of students achieving minimum competency. These results demonstrate a significant positive impact of gamification on students' vocabulary acquisition in the learning process.
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