THE EFFECTIVENESS OF BAAMBOOZLE GAMES IN IMPROVING STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH
Abstract
The objective of the research was to find out the effectiveness of baamboozle games in improving students’ engagement in learning English class VIII A SMPN 23 Makassar. The type of research used in this research was classroom action research (CAR) which consists of two cycles and each cycle was carried out two meetings. Research procedures include, planning, action, observation and reflection. The subject of this research were 37 students. The instrument of this research were observation sheet, and questionnaire by used descriptive qualitative. The results of the research in the first circle of the first meeting there were 25 students and there were 5 students in the moderate category with the percentage of 14%, while in the second meeting there were 29 students and there were 7 students with the percentage of 19% in the high category, and did not fulfill students’ engagement. While in the second cycle in the first meeting there were 37 students and there were 5 students in the very high category with the percentage of 14%, while in the second meeting there were 37 students and there were 20 students with the percentage of 54% in the very high category, had fulfilled students’ engagement. This was characterized by an improvement in the percentage of students’ engagement based on the results of the analysis of observation sheets in the first cycle and the second cycle had an improvement. In the first cycle by 19% (high) and the second cycle to 54% (very high). Meanwhile, the results of questionnaire showed that students enjoyed learning English by the baamboozle games although they still had obstacle such as lack of understanding in used google meet as a learning media for baamboozle games. So, The Effectiveness of Baamboozle Games In Improving Students' Engagement In Learning English At SMPN 23 Makassar could be concluded that there had been an improvement toward students’ engagement.
References
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