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1

Majdi, Muhammad, and Nur Faizatina. "Development of ICT (Information And Communication Technology) Media of The Bamboozle Type Using The Discovery Learning Model in Indonesian Language Learning at Madrasah Ibtidaiyah." International Journal of Education Management and Sociology 4, no. 2 (2025): 102–8. https://doi.org/10.58818/ijems.v4i2.200.

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This study aims to describe the implementation of Information and Communication Technology (ICT)-based learning media, specifically the Bamboozle platform, in Indonesian language learning for fifth-grade elementary school students on the topic of intrinsic elements of a story. Bamboozle is an online educational game-based learning media that does not require students to create accounts or use special devices, making it highly suitable for collaborative and interactive learning contexts. This research employs a descriptive qualitative approach, utilizing observation, interviews, and documentati
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Amalinda, Rizkyta. "PENGGUNAAN MEDIA INTERAKTIF BAAMBOOZLE PADA PEMBELAJARAN ILMU PENGETAHUAN SOSIAL DI SMP NEGERI 24 MALANG." Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan 4, no. 7 (2024): 2. https://doi.org/10.17977/um065.v4.i7.2024.2.

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Abstract: This article describes the use of Bamboozle in learning Social Sciences. The research approach uses a qualitative approach with data in the form of words. Library research is carried out by collecting data and information from library sources, such as articles, books, journals, document, and other library sources. The results of the study show that web-based media on Bamboozle include providing independent learning opportunities, making questions by creating an account on Bamboozle for free, and how to play Bamboozle on Social Sciences material. The disadvantages of Bamboozle include
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LESTARI, FETI. "GAMIFIED LEARNING ENVIRONMENT BY UTILZING BAMBOOZLE FOR EFL : SECONDARY TEACHER & STUDENTS’ VOICE." LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran 4, no. 4 (2024): 999–1006. http://dx.doi.org/10.51878/learning.v4i4.3456.

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This study comperhends the Student and Teacher perspective by utilizing Bamboozle platforms in EFL Secondary Classroom. This study is designed by applying qualitative approach. The data sources taken in one of the school in Banten Province. Georaphically supported and facilitated by technology and also boosted by the needs of the curriculum to advance the technological context. The English teacher and Eive Students were Semi Structured Interviewed and observed, supported by the documentation. The data analyzed by using thematic analysis shows that, the study highlights students' increased read
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Zuleha, Jasmin, Nabilah Fitri Aulia, Nazli Fahada, and Surya Kelana Putra. "The Implementation of Bamboozle to Enhance Interaction and Participation of Grade 7 Students in English Subjects at UPT SMPN 37 Medan." Continuous Education: Journal of Science and Research 6, no. 2 (2025): 191–201. https://doi.org/10.51178/ce.v6i2.2628.

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This study explores the use of Bamboozle, a gamified digital platform, to enhance interaction and participation among Grade 7 students in English subject at UPT SMP Negeri 37 Medan. The research responds to low student engagement due to traditional textbook-based methods. In today’s digital era, technology presents opportunity to create more dynamic and effective learning experiences. Using a qualitative approach, data were collected through observation, bamboozle implementation, questionnaires, and interviews. Findings show that Bamboozle significantly improved student motivation, interaction
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Mindo . M.J Sinaga and Alexander Samosir. "IMPLEMENTASI MEDIA PEMBELAJARAN BAMBOOZLE MENINGKATKAN MOTIVASI BELAJAR MATA PELAJARAN BAHASA INDONESIA KELAS IX SMP NEGERI 4 PANTAI LABU." MUARA PENDIDIKAN : Jurnal Ilmiah Ilmu Pendidikan & Sosial Humaniora 1, no. 3 (2025): 71–82. https://doi.org/10.64365/muradik.v1i3.30.

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Penelitian ini bertujuan implementasi media bamboozle meningkatkan motivasi belajar siswa pada mata pelajaran Bahasa Indonesia di sekolah SMPN 4 Patai Labu Kabupaten Deliserdang. Informan pada penelitian ini adalah guru sekolah SMPN 4 Patai Labu yang terdiri dari kepala sekolah, tenaga pendidik, siswa kelas IX. SMPN 4 Patai Labu Jenis penelitian ini adalah jenis penelitian kualitatif. Teknik pengumpulan data yang digunakan observasi, wawancara dan dokumentasi.mInstrumen yang digunakan dalam penelitian ini yaitu peneliti sendiri yang dimulai dari tahap awal penelitian sampai dengan pada tahap h
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Amanah, Navisa Putri, Cinta Amalia Safitri, and Lilia Indriani. "The Use of Bamboozle Website to Improve EYL Vocabulary Mastery." Journal of English Language Teaching and Cultural Studies 8, no. 1 (2025): 1–13. https://doi.org/10.48181/jelts.v8i1.27959.

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This study discusses using Bamboozle as a technology-based learning media to improve EYL vocabulary mastery. The Bamboozle website contains a variety of exciting games that can be utilized in learning. One of them is a quiz that displays images used by researchers in this study. This research uses quantitative methods with pre-experimental one-group pretest and posttest. The procedure of this design is giving a pretest, then giving treatment in the form of learning using Bamboozle, and then doing a posttest. This stage is used to see whether or not there is a change in the value that occurs be
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Handoko, Sidik, Puspa Dianti, and Laili Linda Hartati. "Improving Student Motivation in Learning Pancasila Education with Bamboozle Media Games in Class VII B SMP Negeri 51 Palembang." Jurnal Profesi Pendidikan 4, no. 1 (2025): 175–84. https://doi.org/10.22460/jpp.v4i1.27623.

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The use of learning media has an important role in increasing the enthusiasm and motivation of students. Interesting media can create a learning atmosphere that is more varied and not monotonous. Educational games like Bamboozle can make learning more fun and engaging. This study aims to increase the learning motivation of 31 students in class VII.B through the use of Bamboozle educational games. The method used is Classroom Action Research (PTK), with data collection techniques in the form of observation and documentation. The obtained data were analyzed descriptively and quantitatively. The
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Bakhtiar, Muhamad Rifqi, and Ifan Rikhza Auladi. "Meningkatkan Kemampuan Vocabulary Siswa ECC SMA N Kaliwungu melalui Kompetisi Interaktif dengan Aplikasi Bamboozle." Indonesian Journal of Community Services 7, no. 1 (2025): 52. https://doi.org/10.30659/ijocs.7.1.52-59.

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Penguasaan kosakata merupakan aspek fundamental dalam pembelajaran bahasa Inggris sebagai bahasa asing (EFL), namun seringkali dihadapkan pada tantangan seperti rendahnya motivasi belajar dan kurangnya strategi pembelajaran yang menarik. Penelitian ini bertujuan untuk meningkatkan kemampuan kosakata siswa SMA N 1 Kaliwungu melalui pendekatan interaktif berbasis teknologi dengan menggunakan aplikasi Bamboozle. Metode yang digunakan melibatkan kompetisi tim berbasis permainan edukatif, di mana siswa dibagi menjadi dua kelompok untuk saling berkompetisi menjawab pertanyaan terkait kosakata. Kegia
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Verawati, Risma Yunita, Mastur Mastur, and Susanti Sufyadi. "Peningkatan Keterampilan Kolaborasi melalui Model Teams Games Tournament (TGT) Berbantuan Bamboozle." EDUKATIF : JURNAL ILMU PENDIDIKAN 6, no. 3 (2024): 2128–36. http://dx.doi.org/10.31004/edukatif.v6i3.6591.

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Kolaborasi merupakan bakat krusial yang harus dimiliki siswa abad ke-21 sebagai bagian dari kompetensi 4C. Apabila kemampuan individu untuk berkolaborasi secara efektif kurang, maka perlu ditingkatkan dengan menggunakan model dan media yang sesuai. Tujuan penulisan ini adalah untuk meningkatkan kemampuan kolaborasi dengan menggunakan paradigma pembelajaran Teams Games Tournament (TGT) berbantuan Bamboozle. Penulisan ini merupakan contoh Penelitian Tindakan Kelas (PTK) yang meliputi dua siklus yang dimulai dengan tahap perencanaan dan diakhiri dengan refleksi. Pengumpulan data ini dilakukan den
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Aeni, Nur, Sahril Nur, Sunarlia Limbong, and Muhammad Yunus. "Promoting EFL Students' Engagement by Using Bamboozle: Digital Game-Based Learning in Indonesian Higher Education." Journal of English Education and Teaching 8, no. 3 (2024): 508–27. https://doi.org/10.33369/jeet.8.3.508-527.

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Digital Game-based learning has been investigated to find the effective teaching strategy and media. However, little empirical evidence addresses how Bamboozle, a web-based game app, promotes language learners' behavioral, affective, social, and cognitive engagement. This study utilized an exploratory case study; seventy-eight EFL students participated in a gamified online course using Bamboozle. They were selected by cluster random sampling technique. This study revealed that the participants were engaged and actively involved in the teaching and learning process. In addition, it is found tha
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AKBARANI, RIZQI, and Firdaus D. Pamungkas. "Students’ Perception of Using Gamification as Media Review in English Learning." New Language Dimensions 5, no. 1 (2024): 23–30. http://dx.doi.org/10.26740/nld.v5n1.p23-30.

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Currently, technology has been involved in the learning process, especially English language learning. Technology has always been an important part of English teaching and learning. One of type technology that educators like is games. In learning technology, the term gamification appears that be used in the learning process. Gamification is the integration of game aspects and mechanics into situations that are not inherently game-related, and it has shown considerable potential in increasing motivation, engagement, and educational achievements across diverse domains, such as language learning.
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Nasruddin, Ayyub, Muhammad Nawir, and Mudeing Jais. "Pemanfaatan Bamboozle dalam Meningkatkan Motivasi Belajar Siswa IPS SMPN 2 Sungguminasa Kabupaten Gowa." JKP: Jurnal Khasanah Pendidikan 2, no. 3 (2024): 249–56. https://doi.org/10.58738/jkp.v2i3.534.

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Penelitian ini dilakukan selama dua bulan, yakni bulan juli sampai dengan bulan agustus tahun 2023. Lokasi penelitian yang akan diteliti yaitu di SMPN 2 Sungguminasa beralamat di Jl. Andi Mallombassang No. 1 Sungguminasa Kecamatan Somba Opu Kabupaten Gowa Sulawesi Selatan. Penelitian menggunakan media Bamboozle kelas VIII.5 SMPN 2 Sungguminasa Kabupaten Gowa bertujuan untuk mengetahui pemanfaatan Bamboozle dalam meningkatkan motivasi belajar siswa SMPN 2 Sungguminasa Kabupaten Gowa. Jenis penelitian yang digunakan adalah jenis penelitian deskriptif dengan pendekatan kualitatif. Sumber data pen
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Rezki Sunardi, Nurul, Zulkifli Surahmat, Anirah Anirah, and Rahmaniar Rahmaniar. "PENERAPAN METODE GAME BASED LEARNING MELALUI MEDIA BAAMBOOZLE UNTUK MENINGKATKAN KEMAMPUAN KOSA KATA BAHASA INGGRIS." Al-Irsyad: Journal of Education Science 4, no. 1 (2025): 49–60. https://doi.org/10.58917/aijes.v4i1.153.

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Penelitian ini mengkaji penerapan media Baamboozle dalam pembelajaran bahasa Inggris di TK Islam An-Nahdliyah sebagai bagian dari pendekatan Game-Based Learning (GBL), penelitian ini dilaksanakan dengan dua tujuan untuk mengetahui penerapan media bamboozle dalam meningkatkan pemahaman siswa pada pembelajaran bahasa inggris, dan untuk mengukur efektivitas media bamboozle sebagai media pembelajaran. Penelitian ini dilaksanakan dengan menggunakan metode kualitatif dengan menggabungkan wawancara dengan guru, dan dengan mengukur kemampuan siswa melalui tes lisan, dan keaktifan siswa dikelas, data y
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Fatimah, Dewi, and Agus Purnomo. "Pengaruh Model Pembelajaran Cooperative Learning Tipe Teams Games Tournament Berbasis Media Bamboozle terhadap Hasil Belajar Peserta Didik." Journal of Innovation and Teacher Professionalism 3, no. 3 (2025): 557–63. https://doi.org/10.17977/um084v3i32025p557-563.

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Seiring dengan perkembangan zaman, pendidikan saat ini telah memasuki era Abad 21. Salah satu ciri khas Abad 21 adalah masifnya penggunaan teknologi informasi dalam berbagai bidang, termasuk pendidikan. Kompetensi Abad 21 menuntut dunia pendidikan untuk mengintegrasikan kecakapan pengetahuan, keterampilan, dan sikap secara holistik. Oleh karena itu, diperlukan peran aktif guru untuk mendorong peserta didik agar mampu mencapai kompetensi tersebut. Salah satu solusinya adalah dengan merumuskan model pembelajaran yang sesuai dengan karakteristik peserta didik. Salah satu model pembelajaran yang d
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Williams, Lysle W. "AAFP/AAP Otitis Guidelines Bamboozle EPs." Emergency Medicine News 26, no. 10 (2004): 3. http://dx.doi.org/10.1097/00132981-200410000-00003.

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&NA;. "AAFP/AAP Otitis Guidelines Bamboozle EPs." Emergency Medicine News 26, no. 10 (2004): 51. http://dx.doi.org/10.1097/00132981-200410000-00004.

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Nurmawati, Tasya Amelia Putri Siregar, Muhammad Irfansyah Siregar, and Ibnu Alwi Zakrkasih Harahap. "Gamification in Education: Leveraging the Bamboozle App for Effective Summative Assessments in Seventh-Grade of Junior High School." Mimbar Ilmu 29, no. 3 (2025): 467–75. https://doi.org/10.23887/mi.v29i3.90266.

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Technological advancements encourage teachers to continuously innovate in creating engaging learning experiences to improve student learning outcomes. However, during the implementation of the Fikih Ibadah lesson in seventh-grade classes, the researcher identified student demotivation that affected their interest, engagement, and active participation in the learning process. This study aims to describe the planning, implementation, and outcomes of summative assessments using the Bamboozle application in seventh-grade classes. The study employs a qualitative approach with a field research desig
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Avci, Dilara. "Creating an Active Classroom Community with Bamboozle." National Teaching & Learning Forum 31, no. 6 (2022): 8–9. http://dx.doi.org/10.1002/ntlf.30344.

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Nugroho, Sanjayanto, Aprilita Aprilita, Nurlia Eka Damayanti, and Novera Kristianti. "Peningkatan Kapasitas SDM Guru Melalui Pelatihan Penggunaan Bamboozle Dan Quizziz Dalam Pembelajaran Interaktif di SMA Negeri 3 Palangka Raya." I-Com: Indonesian Community Journal 5, no. 1 (2025): 47–57. https://doi.org/10.70609/icom.v5i1.5935.

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Artikel ini membahas peningkatan kapasitas sumber daya manusia (SDM) guru melalui pelatihan penggunaan platform digital Bamboozle dan Quizziz dalam pembelajaran interaktif. Pokok permasalahan yang dihadapi adalah kurangnya keterampilan guru dalam menggunakan teknologi pendidikan, yang berdampak pada tingkat partisipasi siswa dalam proses pembelajaran masih rendah. Tujuan pelaksanaan kegiatan ini adalah untuk meningkatkan keterampilan guru dalam memanfaatkan platform digital guna menciptakan pembelajaran yang lebih dinamis dan partisipatif. Metode yang digunakan adalah pelatihan intensif yang m
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Pratiwi, Irma Eka, Cerianing Putri Pertiwi, and Devie Eka Juli Anita. "Gamification in indonesian language learning: the use of bamboozle to optimize students reading and writing (literacy)." Indonesian Journal of Primary Education 8, no. 2 (2024): 199–206. https://doi.org/10.17509/ijpe.v8i2.75069.

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This research purposes to determine the students learning results and determine the effect of using bamboozle media on students' reading and writing literacy skills in Indonesian language subjects for class IV at SD Negeri Wungu 01. It used classroom action research through 2 cycles with the Stephen Kemmis and M.C.Taggart model. Data collection tools are observation, test, and documentation. The subjects were class IV consisting of 18 students. Before conducting the research, researchers observed that the students learning results were still not good, this could be observed from the low learni
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Risnandar, Rihhan Kemia, Farla Octe Kania, Octavia Ramadani, Rifki Survani, and Weni Restu Stirillia. "Analisis Penggunaan Platform Baamboozle dalam Model Pembelajaran Teams Games Tournament (TGT) untuk Meningkatkan Minat Motivasi Belajar Siswa." KATALIS: Jurnal Penelitian Kimia dan Pendidikan Kimia 7, no. 2 (2025): 63–70. https://doi.org/10.33059/katalis.v7i2.10888.

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Penelitian ini dilakukan bertujuan untuk menganalisis penggunaan platform Bamboozle dalam Model Pembelajaran Team Games Tournament yang diterapkan pada siswa kelas XI SMA Negeri 1 Pandeglang Tahun Pelajaran 2024-2025 pada pembelajaran kimia. Subjek yang digunakan adalah siswa beserta guru kelas XI.6 SMA Negeri 1 Pandeglang dengan objek penelitian penerapan model pembelajaran TGT. Metode penelitian yang digunakan pada penelitian ini adalah pendekatan kualitatif dengan penerapan analisis deskriptif kualitatif. Penelitian menggunakan dua sumber data: Angket respon siswa (informan) dan dokumentasi
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Halim, Abdul, Khoirotun Nisa, and Wiwin Indiarti. "THE EFFECT OF BAMBOOZLE GAME ON VOCABULARY MASTERY OF THE FIFTH GRADE STUDENTS OF SDN 3 KARANGEBENDO IN THE ACADEMIC YEAR 2023/2024." LUNAR 8, no. 2 (2024): 22–30. https://doi.org/10.36526/ln.v8i2.4496.

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English learning by games becomes a phenomenon. In this research game applied on teaching vocabulary mastery at SDN 3 Karangbendo. This research aims to investigate whether there is any effect of Bamboozle game for teaching vocabulary mastery in fifth grade students of SDN 3 Karangbendo. This research is quantitative research with the experimental research design. There are 14 respondents of fifth grade students in SDN 3 Karangbendo. Purposive sampling technique is used to choose the respondents. Multiple choice tests were chosen for the data collecting method that consist 20 questions of comm
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Junianti Fransiska Sinabang, Y Lsukestiyarno, and Marina Murliani. "Meningkatkan Hasil Belajar Pendidikan Agama Katolik dan Budi Pekerti Menggunakan Model Problem Based Learning Berbantuan Bamboozle Kelas X Fase E SMA Budi Murni 3 Medan." PROSIDING SEMINAR NASIONAL PENDIDIKAN DAN AGAMA 5, no. 2 (2024): 181–95. http://dx.doi.org/10.55606/semnaspa.v5i2.2122.

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Failure in Catholic religious teaching can occur because religious educators are insufficiently prepared. Apart from that, educators feel that they can teach well, so that many educators like to teach by taking shortcuts, do not prepare learning plans, are unable to implement learning methods or models to the situation and needs of students, so that the learning that takes place is monotonous and boring and students who nowadays are more preoccupied with communication media so that many of them end up busy with their own affairs, the aim of this research is to determine the increase in learnin
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Rahayu, Irma Retno, and Diki Rukmana. "THE EFFECT OF GAME-BASED LEARNING MODEL ASSISTED BY BAMBOOZLE ON THE MULTIPLICATION SKILLS OF ELEMENTARY SCHOOL STUDENTS." Primary: Jurnal Pendidikan Guru Sekolah Dasar 11, no. 3 (2022): 806. http://dx.doi.org/10.33578/jpfkip.v11i3.8964.

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Students’ skills in performing multiplication operations are low. The purpose of the study in this article is to determine the effect of the game-based learning model assisted by "Bamboozle" on the multiplication skills of the second-grade students at Islamic Elementary School in Al Hidayah in the academic year of 2021/2002. This study used experimental quantitative research with a One Group Pretest Posttest design. This study used a saturated sample as the sampling technique and tests as the data collection method. The results showed that the pre-treatment mean score of 63.33 was lower than t
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Rahayu, Irma Retno, and Diki Rukmana. "THE EFFECT OF GAME-BASED LEARNING MODEL ASSISTED BY A BAMBOOZLE ON THE MULTIPLICATION OPERATION SKILLS OF ELEMENTARY SCHOOL STUDENTS." Primary: Jurnal Pendidikan Guru Sekolah Dasar 11, no. 4 (2022): 1265. http://dx.doi.org/10.33578/jpfkip.v11i4.9000.

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Skills in solving multiplication operations are categorized as very low for second-grade elementary school students. The purpose of the research in this article is to determine the effect of the game-based learning model assisted by "Bamboozle" on the multiplication operation skills of elementary school students at Islamic Elementary School of Al Hidayah in the academic year 2021/2002. The research used experimental quantitative research with a One Group Pretest-Posttest design. The research used a saturated sample as a sampling technique and a test as a data collection method. The results sho
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Elmira Yuliana, Aep Saepudin, and Huriah Rachmah. "Efektivitas Model Kooperatif Tipe Teams Games Tournament Berbantu Media Bamboozle dalam Meningkatkan Hasil Belajar Siswa." Bandung Conference Series: Islamic Education 4, no. 2 (2024): 1012–19. http://dx.doi.org/10.29313/bcsied.v4i2.15548.

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Abstract. This research is motivated by the low learning outcomes of students who have not reached the KKM score of 63% and teacher-centred learning methods. The aim of the research is to determine whether there is an increase in student learning outcomes by using the Teams Games Tournament type cooperative model assisted by Bamboozle media in Islamic Religious Education subjects at Al-Hidayah Ciparay High School. This research uses a quantitative approach with a quasi-experimental method. This research involved the experimental class XI IPS 2 and the control class XI IPS 1 which showed that 1
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Fitriani Fitriani, Ferri Susanto, and Dedi Efrizal. "The Effect of Using Digital Bamboozle Game Toward Students’ Vocabulary Mastery on Eight Grade Students’ at SMP Negeri 14 Seluma." Jurnal Pendidikan dan Sastra Inggris 5, no. 2 (2025): 68–80. https://doi.org/10.55606/jupensi.v5i2.5166.

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The researcher found several problems faced by teachers and students in the English learning process in the classroom, one of which is students' limited vocabulary mastery. One of the efforts made to help students in mastering vocabulary is through fun methods, namely using games. This study aims to determine whether there is a significant effect of using the digital game Bamboozle on vocabulary mastery in class eight students of SMP Negeri 14 Seluma Regency. This research used quantitative method with quasi-experimental design. The population in this study were all eight grade students of SMP
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Matruglio, Erika. "Beating the Bamboozle: Literacy Pedagogy Design and the Technicality of SFL." Australian Journal of Teacher Education 44, no. 4 (2019): 1–13. http://dx.doi.org/10.14221/ajte.2018v44n4.1.

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Melnytska, Олена, and Olha Kudelska. "DEVELOPING GRAMMAR COMPETENCE IN SECONDARY SCHOOL STUDENTS VIA INTERACTIVE APPS (BAMBOOZLE, QUIZZIZ, GENIALLY)." Journal of Cross-Cultural Education, no. 4 (December 30, 2024): 22–29. https://doi.org/10.31652/2786-9083-2024-4-22-29.

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The principal focus of this paper is developing grammatical competence with interactive platforms. It illustrates how grammar plays a crucial part in the process of learning a foreign language, acting as a tool for studentsto subsequently join words together to form phrases and construct coherent sentences. The purpose of this research is to thoroughly examine and evaluate the fundamental ideas behind improving secondary school pupils’ grammar proficiency and enabling this process with the aid of interactive technology. Throughout the study, we have viewed how well interactive technologies in
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Biswas, Rajib. "A brief overview of elusive character of Covid-19." Journal of Bacteriology & Mycology: Open Access 10, no. 1 (2022): 12–13. http://dx.doi.org/10.15406/jbmoa.2022.10.00319.

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Covid-19 has terribly shaken the whole world. The disease has spared none. Since its inception, it is observed that the virus emerges as new strains whose characteristics remain untraceable for a considerable period. These new strains are capable of baffling the health care professionals. Even the symptoms are also found to bamboozle the infected ones which defer the rapid detection of the disease. Keeping all these in mind, this communication briefly overviews the elusive character of Covid-19. As precise and definitive evidence of the evolution of this virus to mutants is still in the primit
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Garung, Etheldreda Rosari, Yohanis Umbu Kaleka, Melkianus Suluh, Oktavianus Deke, and Yustina Sriyutun Saghu. "Respon Mahasiswa Terhadap Pemanfaatan Elearning Sebagai Media Pembelajaran." Jurnal Ilmiah Profesi Pendidikan 9, no. 2 (2024): 1127–33. http://dx.doi.org/10.29303/jipp.v9i2.2120.

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Penelitian ini bertujuan untuk menganalisis respon mahasiswa terhadap pemanfaatan Elearning sebagai media pembelajaran. Metode penelitian yang digunakan adalah deskriptif kuantitatif yang melibatkan 23 orang mahasiswa sebagai reponden penelitian. Teknik pengumpulan data dengan menggunakan angket. Sebelum angket disebarkan terlebih dahulu dilakukan validasi ahli. Teknik analisis data berupa penyajian data dan penarikan kesimpulan hasil penelitian. Respon mahasiswa ditinjau dari 4 skala aspek penilaian yakni aspek efektif,aspek interaktif, aspek efisien dan aspek kreatif. Hasil penelitian yang d
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Zanuar, Muhammad Rifqi, Pipit Ertika Daristin, and Ummi Maisaroh. "USE OF BAAMBOOZLE GAMES TO TEACH VOCABULARY." Teaching English as Foreign Language, Literature and Linguistics 4, no. 2 (2024): 65–69. https://doi.org/10.33752/teflics.v4i2.7489.

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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
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DeClue, Gregory. "Practice Standards and Guidelines for the Evaluation, Treatment, and Management of Sexual Abusers: Bamboozle No More." Journal of Psychiatry & Law 34, no. 2 (2006): 197–223. http://dx.doi.org/10.1177/009318530603400205.

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Simangunsong, Irmawati, Erika Sinambela, and Lastri Manurung. "THE EFFECT OF USING WORD WALL AND BAMBOOZLE GAMES IN SPEAKING SKILLS OF SEVENTH-GRADE STUDENTS." Jurnal Pendidikan dan Pengajaran (JUPEJA) 2, no. 2 (2024): 69–76. https://doi.org/10.69820/jupeja.v2i2.239.

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English is an international language that plays a large role in many spheres, not only the national but also the global. The purpose of this study is to assess the impacts of using Wordwall and Baamboozle apps on the improvement of English-speaking skills among junior high school students at SMPN 37 Medan. Both applications offer unique and interesting teaching-learning pedagogy that can perhaps lessen students apprehension towards speaking the foreign language as well as increase their interactiveness during learning. Using a quasi-experimental research design, this study involved a pre-test
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Cicik Pratiwi, Dwi, Herlysa Saulina, Muhamad Edhi Yusuf, Osa Putra Awal Sabilila, and Yunia Layla Dewi. "PENERAPAN PERMAINAN EDUKATIF PADA PENDEKATAN TARL UNTUK MENINGKATKAN MOTIVASI DAN MINAT BELAJAR PESERTA DIDIK KELAS IV SDN POLEHAN 1 KOTA MALANG." Jurnal Ekonomi, Bisnis dan Pendidikan 3, no. 8 (2024): 4. https://doi.org/10.17977/um066v3i82023p4.

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Dalam kegiatan pembelajaran motivasi dan minat merupakan komponen utama guna tercapainya tujuan pembelajaran. Namun pada kenyataanya setiap siswa memiliki tingkat motivasi dan minat yang beragam. Untuk mampu meningkatkan motivasi dan minat pembelajaran guru harus mampu menyesuaikan kegiatan dengan kebutuhan siswa. Dalam usaha untuk meningkatkan motivasi dan minat belajar siswa peneliti menggunakan permainan edukatif dengan pendekatan TaRL pada siswa kelas IV SDN Polehan 1 Kota Malang. Metode yang diterapkan dalam penelitian ini yaitu deskriptif kualitatif dengan metode observasi di kelas dan m
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Rahmawati, Anggita, Rasmitadila, and Fikni Mutiara Rachma. "Pengaruh Penggunaan Media Pembelajaran Blooket terhadap Minat Belajar IPAS Siswa Kelas IV Di SDN Tajur 1." Karimah Tauhid 4, no. 5 (2025): 2629–40. https://doi.org/10.30997/karimahtauhid.v4i5.19083.

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Pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di SDN Tajur 1 kelas IV masih menggunakan alat bantu proyektor dan slide presentasi. Media ini sering digunakan, tetapi tidak cukup untuk menarik perhatian siswa. Akibatnya, siswa tampak tidak terlibat aktif dalam pembelajaran, tidak antusias, dan tidak fokus. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana pengaruh penggunaan media pembelajaran berbasis teknologi interaktif, seperti Blooket, berdampak pada minat siswa dalam mata pelajaran IPAS. Penelitian ini menggunakan metode kuantitatif semu (quasi-eksperimenal desain) denga
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May, Bila, Dian Uli Anatasia L. Tobing, Nadila Septiani Ritonga, Jamaludin Jamaludin, and Sri Yunita. "Strategi Pembelajaran Kreativitas Media Bamboozle Untuk Mata Pelajaran Pendidikan Pancasila dan Kewarganegaraan Dalam Meningkatkan Minat Belajar Siswa." IJEDR: Indonesian Journal of Education and Development Research 2, no. 1 (2024): 62–69. http://dx.doi.org/10.57235/ijedr.v2i1.1504.

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Strategi kreativitas pembelajaran Baamboozle adalah pendekatan inovatif yang digunakan dalam mata kuliah Pendidikan Pancasila dan Kewarganegaraan (PPKn) untuk meningkatkan minat belajar siswa. Baamboozle merupakan platform permainan interaktif berani yang memanfaatkan prinsip pembelajaran berbasis game. Penelitian ini bertujuan untuk mengidentifikasi efektivitas strategi kreativitas Baamboozle dalam konteks pembelajaran PPKn. Metode penelitian yang digunakan adalah kuasi eksperimen dengan partisipasi siswa sebagai subjek penelitian. Data dikumpulkan melalui pretes dan postes, serta kuesioner u
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Do, Ngoc Lan, and Xuan Hong Nguyen. "Applying Baamboozle to teach English vocabulary for pre-starter level at a language center in HCMC." International Journal of Current Science Research and Review 08, no. 06 (2025): 2707–23. https://doi.org/10.5281/zenodo.15574228.

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Abstract : This study investigates the effectiveness of Baamboozle, a digital game-based learning tool, in teaching English vocabulary to Pre-Starter level students at Phuong Nam Language Center, Ho Chi Minh City. Quantitative and qualitative methods are employed. Quantitative data was obtained from questionnaires and tests while qualitative data was collected from interviews. 88 Pre-Starter level students and 17 teachers at Phuong Nam Language Center, Ho Chi Minh City participated in the research. The findings reveal that Baamboozle significantly improves students’ vocabulary acquisitio
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Sa'diyah, Ilmatus, Abdul Hamid, Widiwurjani Widiwurjani, Citra Dewi Kirana, and Amelia Febrianti. "Pendampingan Penyusunan Asesmen Interaktif dan Kreatif Berbasis Technoedugames dalam Konteks Kurikulum Merdeka Belajar di SMAN 2 Mojokerto." Sewagati 8, no. 4 (2024): 2004–14. http://dx.doi.org/10.12962/j26139960.v8i4.2095.

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Asesmen yang berarti penilaian atau evaluasi merupakan bagian yang tidak terpisahkan dalam pembelajaran di kelas. Guru dituntut untuk melakukan asesmen terhadap kegiatan pembelajaran yang sudah dilakukan. Di tingkat sekolah, asesmen mencakup tiga ranah, yaitu sikap (afektif), pengetahuan (kognitif), dan keterampilan (psikomotor). Guru di SMAN 2 Mojokerto cenderung melakukan asesmen secara monoton dengan tujuan hanya menggugurkan tugas penilaian. Asesmen hanya dilakukan dengan memberikan ulangan harian berupa tes tulis di kertas setelah materi selesai dan pengerjaan LKS (lembar kerja siswa) saa
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Winaningsih, Elis Tuti, F. Syarif, and Pahrurroji Pahrurroji. "Baamboozle's Effectiveness in Increasing Learning Motivation in Islamic Studies." Tarbawiyah : Jurnal Ilmiah Pendidikan 6, no. 2 (2022): 123. http://dx.doi.org/10.32332/tarbawiyah.v6i2.5385.

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In the course of education in Indonesia, 2020 was a year full of challenges due to the emergence of the COVID-19 pandemic. Almost all schools in the world are closing classrooms and moving to virtual (online) classrooms. This is a big challenge for teachers, so teachers must find ways to make learning run effectively and efficiently, one way is by gamification. This study aims to explore and analyze the effectiveness of gamification in learning through the Bamboozle platform in increasing Islamic Studies learning motivation conducted on fifth-grade students at SD Islam Sinar Cendekia, South Ta
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Sakdiyah, Irma Halimatun, Elis Homsini Maolida, and Vina Nurviyani. "Utilizing Game-Based Learning Baamboozle in Developing Students’ English Grammar Mastery." JALL (Journal of Applied Linguistics and Literacy) 8, no. 1 (2024): 132. http://dx.doi.org/10.25157/jall.v8i1.12755.

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English grammar is one of the essential language elements that students must acquire and master. Unfortunately, mastering grammar is sometimes seen as the most challenging skill to learn among other skills which requires teachers to encourage the students with proper technology so they can optimally learn English grammar. This study aims to find out how students develop their grammar mastery by using game-based learning Baamboozle and investigate the students' responses toward using Baamboozle in developing their grammar mastery. This study applied Classroom Action Research as the research des
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Stopfer, Mark. "Mosquitoes bamboozled." Nature 474, no. 7349 (2011): 40–41. http://dx.doi.org/10.1038/474040a.

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Lightning, Robert K. "Bamboozled Revisited." Film International 20, no. 3 (2022): 98–106. http://dx.doi.org/10.1386/fint_00177_1.

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Cox, A. "Bamboozled by cBNF." Archives of Disease in Childhood 91, no. 3 (2006): 279. http://dx.doi.org/10.1136/adc.2005.090464.

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Dewi, Ifti Luthviana, and Joko Priyana. "The Integration of ICT in ELT of Pre-Service Teacher Professional Education (PPG) Students." International Journal of Multicultural and Multireligious Understanding 11, no. 5 (2024): 341. http://dx.doi.org/10.18415/ijmmu.v11i5.5671.

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Student teachers are expected to take advantage the use of technology for teaching process. This study aims to investigate the ICT tools used by Pre-service English Teachers who are also PPG students to achieve their learning goals in teaching English during their Teaching Practicum (PPL), how they integrate these ICT tools evaluated by TPACK and SAMR framework, and examine the obstacles. This current study was descriptive qualitative research. In this research design, the data was gathered by means of document analysis, semi-structured interview and observation. The participants were five Pre
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Ghartey-Tagoe Kootin, Amma Y. "ReView Bamboozled: Archival Affects." Performance Philosophy 4, no. 1 (2018): 294–96. http://dx.doi.org/10.21476/pp.2018.41174.

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The first time the author watched Spike Lee’s Bamboozled (2000), the film literally moved her body 3000 miles. In this video reView, Bamboozled moves the author again, this time to the very space that gives the film its continued, urgent relevance: the archive. In moving and being moved, the author surprisingly discovers a little-known archival collection in Buffalo, NY that directly relates to Lee’s film and its usage of black memorabilia. ReVIEW BAMBOOZLED: ARCHIVAL AFFECTS chronicles the author’s journey into this archive and her remarkable discussion with the archivist and her research ass
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Boyd, Herb. "Bushed, Bothered and Bamboozled." Black Scholar 31, no. 2 (2001): 14–17. http://dx.doi.org/10.1080/00064246.2001.11431137.

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Khamroeva, Sanobar Hasan qizi. "THE ROLE OF TECHNOLOGY IN EDUCATIONAL SETTING AND IT'S BENEFITS FOR STUDENTS ." МЕДИЦИНА, ПЕДАГОГИКА И ТЕХНОЛОГИЯ: ТЕОРИЯ И ПРАКТИКА 2, no. 5 (2024): 453–58. https://doi.org/10.5281/zenodo.11238982.

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<em>This article discusses about</em> important role of technology <em>&nbsp;in educational settings. It explores the benefits of it and it&rsquo;s effective sides for teaching. The author presents arguments supporting the inclusion of online tools in curricula and highlights the impact of it for overall academic success. Additionally, the article acknowledges potential challenges and offers suggestions for overcoming them. Overall, it advocates for the significance of meaning-focused language instruction that refers to an approach in language teaching and learning that prioritizes the communi
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Sterritt, David. "Blackface,Bamboozled, and Zoe Saldana." Quarterly Review of Film and Video 33, no. 6 (2016): 580–83. http://dx.doi.org/10.1080/10509208.2016.1185767.

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GUBAR, SUSAN. "RACIAL CAMP in The Producers and Bamboozled." Film Quarterly 60, no. 2 (2006): 26–37. http://dx.doi.org/10.1525/fq.2006.60.2.26.

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ABSTRACT In Bamboozled (2001), Spike Lee extends Mel Brooks's camping of race in The Producers (1968), but how do their movies illuminate racial history? Taken together, both spoof American cultural industries, even as they prove that America provided an escape from genocidal violence for Jews but an entrapment within it for blacks.
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