The Effect of Using Bamboozle on Students’ Speaking Skills in Thailand’s EFL Classroom
DOI:
https://doi.org/10.33394/jollt.v13i4.17287Keywords:
Bamboozle, English education, Game-based learning, Speaking skillsAbstract
Improving students’ speaking skills is essential in English language learning, yet many students continue to struggle with vocabulary, pronunciation, and confidence in speaking. This study aims to investigate the effectiveness of Bamboozle, a game-based digital learning platform, in enhancing the speaking skills of third-grade students at Suranaree Wittaya School, Thailand, during the 2022/2023 academic year. Employing a quantitative pre-experimental design, the study involved 29 students who were assessed using a pre-test and post-test. The speaking performance was measured based on a rubric covering segmental and suprasegmental aspects. The results showed a significant increase in students’ speaking scores, with the mean score rising from 55.93 to 79.76. The Wilcoxon Signed Rank Test confirmed the statistical significance of the improvement (p = 0.000). Beyond statistical significance, the results highlight the pedagogical value of integrating game-based digital tools into EFL instruction. Bamboozle’s interactive features such as competitive gameplay, visually engaging design, and real-time teacher feedback proved effective in stimulating motivation, encouraging participation, and reinforcing pronunciation practice. These outcomes suggest that Bamboozle can serve not only as a supplementary activity but also as a structured component of communicative language teaching. The study further implies that similar digital platforms hold potential for improving speaking accuracy and fluency in diverse EFL contexts. Accordingly, this research contributes to the growing evidence that game-based learning can bridge the gap between student engagement and measurable learning outcomes in language education.
References
Aeni, N., et al. (2023). Integrasi (Bamboozle: Web-Based Game) dalam Proses Belajar Mengajar di Smp Kartika XX-2 Makassar. Jurnal Gembira: Pengabdian Kepada Masyarakat, 1(4). https://gembirapkm.my.id/index.php/jurnal/article/view/175
Aeni, N., et al. (2024). Promoting EFL Students’ Engagement by Using Bamboozle: Digital Game-based Learning in Indonesian Higher Education. Journal of English Education and Technology, 5. https://ejournal.unib.ac.id/JEET/article/view/34962
Burns, A. (2012). A Holistic Approach to Teaching Speaking in the Language classroom. Symposium, 12(18). https://www.su.se/polopoly_fs/1.647470.1676541859!/menu/standard/file/Anne_Burns.pdf
Djiwandono, S. (2008). Tes Bahasa Pegangan Bagi Pengajar Bahasa. Jakarta: PT Indeks.
Fatimah, A. S., et al. (2023). Qualitative Research in the EFL Setting: Portraying Students’ Problems and Actions. Teaching and Learning English in Multicultural Contexts Journal, 7. https://jurnal.unsil.ac.id/index.php/tlemc/article/view/7799
Fatimah, D., & Purnomo, A. (2025). Pengaruh Model Pembelajaran Cooperative Learning Tipe Teams Games Tournament Berbasis Media Bamboozle terhadap Hasil Belajar Peserta Didik. Journal of Innovation and Teacher Profesionalism, 3(3). https://journal3.um.ac.id/index.php/ppg/article/view/6372
Harmer, J. (2008). How to Teach English. Pearson Longman. https://academic.oup.com/eltj/article-abstract/62/3/313/384919
Lestari, F., et al. (2024). Gamified Learning Environment by Utilzing Bamboozle for EFL: Secondary Teacher &Students’voice. LEARNING: Jurnal Inovasi Penelitian Pendidikan Dan Pembelajaran, 4(4). https://jurnalp4i.com/index.php/learning/article/view/3456
Madini, D. K., et al. (2023). Penerapan Media Pembelajaran Bamboozle dalam Meningkatkan Motivasi Belajar pada Siswa Kelas X di SMAN 1 Pamarayan. Edu Sociata: Jurnal Pendidikan Sosiologi, 1. http://jurnal.stkipbima.ac.id/index.php/ES/article/view/1457
Morley, J. (1991). The pronunciation component in teaching English to speakers of other languages. TESOL Quarterly, 25(3). https://doi.org/10.2307/3586981
Muslimin, A. I., & Ivone, F. M. (2024). Exploring Game-Based Language Learning Applications: A Comparative Review of Quizwhizzer, Oodlu, Quizalize, and Bamboozle. Indonesia Technology-Enhanced Language Learning Journal, 1. https://itell.or.id/journal/index.php/itelljournal/article/view/5
Nandhini, S. (2024). Development of Learning Instruments Based on Game-Based Learning Assisted by Baamboozle Educational Game on Digestive System Material to Improve Students’ Learning Outcomes. Prisma Sains: Jurnal Pengkajian Ilmu Dan …, 8(1). http://repository.uinsu.ac.id/id/eprint/24572
Nawawi, Y. F., et al. (2024). Students’ Perspectives on The Use of Quizizz as A Gamified Platform for Learning English Speaking. Journal of English Education Study, 2. http://jurnal.stkippersada.ac.id/jurnal/index.php/JEES/article/view/3251
Pertiwi, A. P. (2020). Using The Quizizz as an Assessment of Students’ English Learning. Journal of English Teaching, Applied Linguistics and Literature, 3(1). https://ppjp.ulm.ac.id/journal/index.php/jetall/article/view/10859
Rahayu, E. T., et al.. (2024). The Effect of Using Game-Based Learning (Bamboozle) on The Learning Motivation of Fourth Grade Students at Madrasah Ibtidaiyah Payungan, Kaliwungu District, Semarang Regency. At Turots: Jurnal Pendidikan Islam, 2(1).
Raja, R., & Nagasubramani, P. C. (2018). Impact of Modern Technology in Education. Journal of Applied and Advanced Research, 3(1). https://pdfs.semanticscholar.org/788e/14bddd7035863fc556a4ef83441b181bed82.pdf
Raza, N., et al. (2021). A Critical Analysis of Current Affair Talk Shows on Pakistan Television News Channels: A Mirror or Bamboozle of the Society? Journal of Indian Studies, 1. https://jis.pu.edu.pk/44/article/view/973
Saud, S., et al. (2022). Leveraging Bamboozles and Quizziz to Engage EFL Students in Online Classes. International Journal of Language Education, 2. https://eprints.unm.ac.id/29478/
Sugiyono. (2018). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Alfabeta.
Susanti, S. (2017). Fun Activities in Teaching English by Using Kahoot! International Seminar on Education 2017 Empowering Local Wisdom on Education for Global Issue. https://core.ac.uk/download/pdf/236392436.pdf
Umairoh, N. A., & Agustina, R. K. (2023). The Effectiveness of Wordwall Game in Teaching Speaking for Class Eighth. Jurnal Ilmiah Wahana Pendidikan, 15. http://www.jurnal.peneliti.net/index.php/JIWP/article/view/5292
Wardani, M. E., & Kiptiyah, S. M. (2024). Game-Based Learning Model with Baamboozle Media Based on Artificial Intelligence Increases Student Engagement and Learning Outcomes. Jurnal Ilmiah Sekolah Dasar, 2. https://ejournal.undiksha.ac.id/index.php/JISD/article/view/67141
Wulandari, W., et al. (2024). Exploring Bamboozle as Games-Based Learning Media to Support Students’ Vocabulary. Innovative: Journal Of Social Science Research, 4(2). http://j-innovative.org/index.php/Innovative/article/view/10105
Yürük, N. (2020). Using Kahoot as A Skill Improvement Technique in Pronunciation. Journal of Language and Linguistic Studies, 1. https://doi.org/10.17263/jlls.712669
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2025 Slamet Yuliyanto, Rahmawati Sukmaningrum, A. B. Prabowo Kusumo Adi, Waewalee Waewchimplee

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
License and Publishing Agreement
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and publishing agreement.
Copyright
Authors who publish with JOLLT Journal of Languages and Language Teaching agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Licensing for Data Publication
-
Open Data Commons Attribution License, http://www.opendatacommons.org/licenses/by/1.0/ (default)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.














