Mustikarani, Aidah and , Dr. Miftakhul Huda, S. Pd., M. Pd (2026) Integrasi Game Edukasi Baamboozle dalam Evaluasi Pembelajaran Bahasa Indonesia pada Materi Teks Prosedur di Sekolah Menengah Kejuruan. Skripsi thesis, Universitas Muhammadiyah Surakarta.
|
PDF (Naskah Publikasi)
NASKAH PUBLIKASI.pdf Download (440kB) |
|
|
PDF (Halaman Depan)
HALAMAN DEPAN.pdf Download (1MB) |
|
|
PDF (Bab I)
BAB I.pdf Download (563kB) |
|
|
PDF (Bab II)
BAB II.pdf Restricted to Repository staff only Download (684kB) |
|
|
PDF (Bab III)
BAB III.pdf Restricted to Repository staff only Download (513kB) |
|
|
PDF (Bab IV)
BAB IV.pdf Restricted to Repository staff only Download (567kB) |
|
|
PDF (Bab V)
BAB V.pdf Restricted to Repository staff only Download (485kB) |
|
|
PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf Download (522kB) |
|
|
PDF (Lampiran)
LAMPIRAN.pdf Restricted to Repository staff only Download (2MB) |
|
|
PDF (Surat Pernyataan Publikasi)
SURAT PERNYATAAN PUBLIKASI.pdf Restricted to Repository staff only Download (287kB) |
Abstract
The research is based on the need for innovation in learning evaluation, considering that conventional methods such as written exams are still predominantly used and considered less interesting by students. Baamboozle, as a web-based game platform, was chosen because it has the potential to increase student engagement, motivation, and participation through gamification mechanisms. This study aims to describe the integration of Baamboozle educational games in the evaluation of Indonesian language learning in procedural text material at the senior high school level. This study uses a qualitative approach with a descriptive design. The location of the study was SMK Muhammadiyah 2 Ponorogo with 28 tenth-grade students as subjects. Data were obtained through observation, documentation in the form of screenshots of evaluation activities, and open-ended questionnaires to explore students' experiences and perceptions. Data analysis used Braun & Clarke's Reflexive Thematic Analysis (TA) model, which included data familiarization, coding, theme search and review, and report writing. The results of the study show that the use of Baamboozle can create a more interactive and enjoyable evaluation. Students showed high enthusiasm and increased motivation thanks to the competitive element, and positive group cooperation was created. However, several technical challenges were encountered, such as unstable internet connections. Overall, Baamboozle proved to be an effective innovative assessment tool that meets the learning needs of the digital age, particularly in increasing student engagement and learning experiences with procedural text material
| Item Type: | Thesis (Skripsi) |
|---|---|
| Uncontrolled Keywords: | baamboozle, evaluation, gamification, learning, procedural text |
| Subjects: | E Education > Theory and practice of education E Education > Theory and practice of education > Metode Pembelajaran E Education > Theory and practice of education > Metode Pembelajaran > Game Methode E Education > Special aspects of education > Indonesian Language Education |
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > S1 Pendidikan Bahasa, Sastra Indonesia dan Daerah |
| Depositing User: | AIDAH MUSTIKARANI |
| Date Deposited: | 10 Feb 2026 03:32 |
| Last Modified: | 10 Feb 2026 03:32 |
| URI: | http://eprints.ums.ac.id/id/eprint/142238 |
Actions (login required)
![]() |
View Item |
